Empire Earth 3 Earth 3

Empire Earth III Extended Electronic Manual

Welcome to the Empire Earth III extended electronic manual!! This special edition of the EE3 manual was created to provide updated information about the game including game adjustments and changes that were updated after the printed manual was completed, give users further details about game features that © 2007 Sierra Entertainment, Inc. All rights reserved. Empire Earth, Sierra and their could not fit into the printed manual, and allow users to find the respective logos are either registered trademarks or trademarks of Sierra Entertainment, Inc. in the U.S. and/or other countries. Mad Doc Software, Mad Doc®, the Mad Doc latest information about the game in a single location. flask, and the Mad Doc logo are either registered trademarks or trademarks of Mad Doc Software, LLC. All rights reserved. This product contains software technology licensed from GameSpy Industries, Inc. © 1999-2007 GameSpy Industries, Inc. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries, Inc. All rights reserved. Portions of this software are included under license. © 2006 Numerical Design, Ltd. All Rights Reserved. AGEIA™ and PhysX™ both stylized and non-stylized, are trademarks of AGEIA Technologies, Inc. and are used under license. The NVIDIA logo, GeForce and “The Way It’s Meant To Be Played” logo are registered trademarks or trademarks of NVIDIA Corporation in the United States and/or other countries. Uses Bink Video Technology. Copyright © 1997-2007 by RAD Game Tools, Inc. Uses Miles Sound System. Copyright © 1991-2007 by RAD Game Tools, Inc. Windows and the Windows Vista start button logo are registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries and 'Games for Windows' and the Windows Vista start button logo are used under license from Microsoft. The ratings icon is a registered trademark of the Entertainment Software Association. Software platform logo ™ and © IEMA 2007. All other trademarks are property of their respective owners.

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I. Getting Started

So You Want to Conquer the World? Contents Thank you for purchasing Empire Earth III. This guide will provide you with I. Getting Started...... 4 the basic information you need to play the game and lead your to So You Want to Conquer the World?...... 4 dominance and glory. Installation...... 4 Launching EE3...... 4 Installation Game Types ...... 5 Game Options...... 7 To install Empire Earth III, place the Empire Earth III DVD-ROM into your Tutorials and Tooltips ...... 13 DVD-ROM drive. The auto-run program should start automatically. II. Basic Concepts...... 14 Map Features...... 14 If the DVD does not launch automatically, double-click the “My Computer” Resources ...... 16 icon on your desktop, then double-click on the icon that represents your DVD- Buildings & Units...... 17 ROM drive, and finally double-click on “EE3AutoRun.exe” to run the EE3 Eras and Technology...... 18 installation program. Combat...... 18 Diplomacy...... 22 World Domination...... 25 Next, click the “Install” button to commence installation. Follow the directions III. Western Region...... 36 on the screen to complete the installation process. Building Construction ...... 37 Territory Control ...... 37 NOTE: Before running Empire Earth III, it is highly recommended that you Population ...... 37 have the latest drivers for your video card, audio card, and other relevant devices Unique Combat Action and Empire Techs...... 37 installed on your computer. Drivers can usually be downloaded from the Buildings, Units, and Unit Abilities ...... 37 manufacturer’s web site. It is also recommended that your operating system has IV. Middle Eastern Region ...... 45 the latest patches installed. Building Construction ...... 45 Territory Control ...... 45 If you purchased this game via download, simply double-click on the file you Population ...... 45 Unique Combat Action and Empire Techs...... 45 just downloaded and follow the on-screen instructions. Note: You will not need Buildings, Units, and Unit Abilities ...... 46 to have a disc in the DVD-ROM drive to play. V. Far Eastern Region...... 53 Building Construction ...... 53 Territory Control ...... 53 Enter Key Code Population ...... 53 You will be asked to enter the unique Key Code located on the back of the Unique Combat Action and Empire Techs...... 53 Buildings, Units, and Unit Abilities ...... 54 manual cover. Protect your Key Code – do not give it to anyone else or allow VI. Customer Support...... 60 anyone else to use it. Put the game case in a safe, secure place; the DVD-ROM VII. System Specifications...... 62 and Key Code will be required if you need to reinstall the game. VIII. License Agreement ...... 63 IX. EE3 Credits...... 67 Launching EE3 After installation, launch the game. When you launch EE3 you will be presented with the Main Screen, where you can choose the game type to play

Page 3 Page 4 Empire Earth 3 Empire Earth 3 and adjust game options. Via the Tools menu you can view a recorded game, someone else, or host your own game. If you choose to host your own game, view game credits, access the map editor, and set up user profiles. You can also you can select from all of the options listed below (this list is also applicable to create a civilization. the “Skirmish” games):

Before you start playing Empire Earth III, you must select which type of game Number of players – To control the maximum number of players, you you’d like to play. can change the “Open” player type to “Closed” by left-clicking on the pull down menu under “Player Type.” To add AI players to the game, Game Types change the option to “AI,” and select the difficulty level you want the AI to represent. There are two types of games in Empire Earth III: Single player and

Multiplayer. Team – To assign players to the same team, choose the appropriate

number from this drop down. Players with the same number or on the Single Player – There are three ways to play a Single Player Game: same team.

Tutorial – The tutorials teach the basics of the game, from movement, Use Pre-made / Custom Civs – Enabling this option allows players to to combat, to harvesting resources. Even if you have played the other use that they have created using the custom civilization games in the Empire Earth series, we highly recommend that you play maker included with the game. By default, this option is set to “off.” the tutorials, as much has changed in Empire Earth III.

Maximum / Minimum Era – These drop downs allow you to set the World Domination Game – World Domination mode is Empire Earth starting and ending eras for the technology in the game. The default III’s exciting Single Player campaign game. Conquer the globe as you option allows all five Eras to be played through, from Ancient to take on other civilizations and native tribes within a realistic 3D map of Future. Earth.

Main Campaign – Choose your region and difficulty level, Use Quickstart – Selecting this option will give all players additional and dive right in. The number and types of opponents are resources and units at the beginning of the game to allow for a faster preset. This is the fastest way to get a World Domination start. When enabled, you can choose Small, Medium, or Large to set game going, and is recommended for first-time players. Don’t the starting army size. By default, this option is set to “On.” forget to play the tutorials!

Lock Teams – This option allows you to specify that players may not Play Custom Game – This option allows you to choose your break starting alliances or form new ones, effectively turning off most region, the number and type of opponents you face, difficulty diplomacy options for the game. By default, this option is set to “off.” level, and much more. Custom games allow you to fine tune

the game to get it “just right” for you. Teams Start Together – This option makes players on the same team

start in adjacent territories on the map. By default, this option is set to Skirmish – Play on a single map against one or more computer “on.” opponents. This option features full customization options: set the

number and type of opponents, assign teams, choose your map, and Initial Cease Fire – This option allows you to set a time during which much more. This is the perfect option for players seeking a quick, no attacks may be made against other players. This option is set to unique experience that is tailor-made to their style of play (see “None” by default. “Multiplayer” for a full list of options).

Reveal Map – This option determines how “fog of war” behaves in the Multiplayer – You can play multiplayer games over the Internet through game. “Unrevealed” sets the map as black until explored. “Explored” Gamespy, or via a LAN / Direct connection. In Multiplayer games, you can play sets the terrain as visible initially, but players cannot see anything that with or against up to seven other players. You can join a game hosted by is being built by other players outside of their current units’ line of

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sight. In “revealed” mode, all players always have line of sight across computer system. Note that changing settings in the Advanced Options the entire map. This option is set to “Explored” by default. may have a detrimental effect on the game’s performance.

Cheats Enabled – This setting determines whether or not players are allowed to use cheat codes.

Game Speed – This option determines how fast the game plays. This setting affects all resource harvesting, animations, damage, etc. in the game. Choices are Slow, Normal, or Fast, with “Normal” as the default setting.

Game Options

Game Options – Game Options allow you to change the sound, video, and other settings to match your play style and your computer. There are two types of options:

Basic Options – These four options come up immediately when “Game Options” is selected from the main screen.

Resolution – Choose from a variety of resolution settings. Be aware that setting higher resolutions can have a detrimental effect on game performance.

Detail Level – Sets the overall detail levels in the game. This option allows you to choose between Highest Quality, Best Performance, and Default, which is the default settings for all computers and not your specific hardware. We recommend that you adjust your settings to improve performance or adjust detail levels. Be aware that boosting this setting to “Highest Quality” can have a detrimental effect on game performance.

Music Volume – Adjust the volume of the music in the game.

Sound Volume – Adjust the volume of the sound effects in the game.

Voice Volume - Adjust the volume of the voice-overs in the game.

Advanced Options – Set a wide variety of Video, Audio, and Game options in order to fine tune the game experience to your tastes or your

Page 7 Page 8 Empire Earth 3 Empire Earth 3 Game Interface: everything you need is just a mouse click or two away!

Era Button Control Groups Resource Meter Assign any Population Meter Tells current Era and can Shows amount of each combination of units Show current and total be clicked to advance to resource player has into numbered groups. possible unit population. the next Era. collected.

Game Clock Displays the elapsed game time.

Diplomacy Opens the diplomacy interface.

Events An ongoing record of game events Minimap and Miniature version objectives. o f the entire game map .

Pause Menu Access the Pause m enu to change settin gs or quit.

Flare Selection Panel Flare an important area Shows currently selected Command Card/Ability Panel on the minimap for all unit(s) and their stats. Shows all available unit abilities and allies to see. any new abilities available for research. Page 9 Page 10 Empire Earth 3 Empire Earth 3

The buttons and tools on the Main Screen give you full control over everything in the game. Here is what you will find on the main screen: The Diplomacy Controls allow players to propose and review alliances, declare war or neutrality, and tribute resources, units, or even whole • Event Log - During the World Domination Campaign, players will provinces (World Domination only). encounter random Events. • Minimap - The Minimap is a powerful tool that shows a miniature version of the entire battlefield.

The Event Log keeps track of all current events the player has encountered and what objectives must be met to complete them. There is also a history of events. Using the Minimap, players can look at the entire map, issue • Diplomacy - By clicking on the Diplomacy icon, players can open the movement commands to selected units by right-clicking on the Diplomacy Controls. Minimap, as well as tracking enemy movement, resources, and more (if within line of sight). By using the Flare icon, players can flag important areas on the Minimap for allies (even AI allies) to take notice of.

• Resources and Population – These meters show how many resources you currently have in your stockpiles. Population is shown in the format “current population / population capacity.” Each region increases its population capacity by constructing certain buildings (see the chapters on each region). You cannot produce more units if you are at or over your population capacity.

• Control Groups Area - You can assign any combination of units to a Control Group, which you can easily select later.

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• Pause Menu - Clicking this button will take you to the Pause menu II. Basic Concepts where you can adjust audio/video settings, game settings, load/save your game, or quit the game. Map Features • Selection Panel – Displays information about what is currently In Empire Earth III there are four types of maps on which you will compete with selected, such as a unit’s hit points and other attributes. others to assert your dominance. These four types of maps are: • Arctic (cold and rocky with snow, ice, and mountain passes) • Ability Panel – Gives access to the available abilities of the selected • Arid (hot and dry with deserts and canyons) unit or building, including build buttons, research buttons, unit abilities, • Temperate (mild and covered with grass and rolling hills) and combat actions. • Tropical (lush jungles with high mountains and waterfalls)

Mouse Controls These four map types will be encountered in World Domination, Single Player skirmish and Multi-player. There are a number of features that are shared by The mouse controls for Empire Earth III are as follows: each of these map types, as described below.

1. Right-Click to perform the default action for selected units, such as move, attack, or garrison. Territories Each map is divided into sections called “territories,” which can be claimed and 2. Left-Click to click a button, activate an ability, or follow-up a button owned by players by building City Centers (see the sections on each region for click with a location choice, such as to place a building for construction details). Each territory can support a single City Center and a single Market, and or tell units where to perform an ability or combat action. as many other buildings as its boundaries will permit.

Turning the mouse wheel allows you to zoom the camera in and out. The number of territories varies from map to map, but will be never be fewer than two or more than twenty. As territories only exist on land, the number of Tutorials and Tooltips territories per map is also determined by the amount of water that is present; the more water, oceans or seas on a map, the fewer territories will be present. Empire Earth III has several options for learning the basics of the game. In addition to this manual, we highly recommend that you play the Tutorials, which you can access through the Single Player menu. Tutorials teach the basics of the Terrain and Weather game, from movement, to combat, to harvesting resources. There is also a Each map type in Empire Earth III will have markedly different terrain that is separate tutorial to get you started in World Domination mode. typical for the area of the Earth that it represents.

Tooltips are provided throughout the game. A tooltip is a helpful reminder of Each of the four distinct terrain types will have weather that is appropriate for what something does in the game. Just about everything in Empire Earth III has that area. The type of weather on a map will vary by climate and intensity. For a tooltip: units, buildings, resources, and UI icons and buttons. To see a tooltip, instance, an Arid climate map will either have Wind (low intensity) or Dust simply move the mouse cursor over what you would like more information Storm (high intensity). Weather does not impact gameplay. Weather effects can about, and leave it there for a moment. A tooltip will pop-up to provide more be toggled “on” or “off” in the Advanced Video Options. information. You may also choose to disable tooltips in the Advanced Game Options screen. Treasures Treasures are special items discovered by a player’s units as they explore and conquer the world. Treasures will appear as either buildings containing special units, or as “relics” (small items the player finds). By claiming a treasure the player will be provided with a one time benefit, either special units or resources. Some treasures are guarded, in which case the guards must be eliminated before the treasure can be claimed.

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Native Tribes Resources Native Tribes are local to a province or map and are basically “mini- There are three types of resources in Empire Earth III: Raw Materials, Wealth civilizations.” Native Tribes go about their lives in the game world, pursuing and Tech Points. their goals, making the landscape more alive and providing potential rivals or allies for players. Native Tribes differ from AI players in that they are not trying Raw Materials to win the game. Maps can differ in the number and types of raw material sites they have. A

map’s climate may also play a factor as to what types of sites are most likely to Players can enter into normal alliances with Native Tribes, or a player can be there. The types of raw material sites are: attempt to “assimilate” a tribe by increasing relations with the tribe past a certain threshold (i.e., beyond “Love” – see below). • Mines (Ore) • Forests (Wood) • Quarries (Stone) • Fish schools (Fish)

Relations Once collected, all Raw Materials are interchangeable and go into the same Relations affect how AIs (full players and tribes) feel about the human player(s) stockpile. Raw Materials are used primarily to purchase units and buildings. or other AIs in the game. This gives another avenue besides military engagement for a human player to interact with AIs. A player must build a Warehouse adjacent to a Raw Material site in order to begin collecting the resource. Warehouses have three workers to start, but Each human player has a relationship with every AI (whether full player or additional workers can be purchased by filling the slots in the Warehouse. Each tribe). This relationship is inherently symmetrical: for any two players there is additional worker costs more than the one previously purchased for that one value of their relationship. Relations are displayed to the player as one of building. five values: Hate, Dislike, Indifference, Like, and Love. Wealth AIs are much more likely to accept alliance proposals with players they Love, and can be more easily tempted into war against players they Hate. Similarly, Wealth is generated by building a market and establishing trade routes. Once a there is an increased chance they will propose an alliance, or declare war of their market has been built, the Player’s first trade cart will appear and establish a own accord, against such players. A Native Tribe that is pushed beyond Love trade route with the Player’s nearest City Center. Wealth is generated by each for a player becomes assimilated by that player (see the section on Diplomacy). trade cart when it reaches its destination, either a City Center or Dock, and when There are also trading bonuses when trading with AIs that Like or Love your it returns to its origin market. The amount of wealth that is generated is civilization. determined by the straight-line distance between the trade cart’s origin and its destination. The further away, the more wealth that is generated, but increased Open the Diplomacy interface and hover the mouse pointer over a tribe or AI distance also exposes the trade cart to possible attack. player’s button to see the current relation level. Pay attention to the relationship, as it may be easier to befriend an AI than to destroy it. Markets, like Warehouses, have slots that can be purchased. Each slot represents a trade cart, which spawns a short time after the slot is purchased. Trade carts A number of things can affect relations, either positively or negatively, move along their routes automatically once a route is set up. You can change including Tributes, Trade, forming Alliances, Declaring War, etc. Additionally, the destination of a route by selecting the market or the trade cart and right- each region has a unit with a special ability that affects relations with AIs: clicking a new destination. In addition to Markets, each Dock is allowed one trade route with another dock via a trade ship. You can establish trade routes • Eastern Priests can Influence AI units to increase relations. with other players if you first research the “Foreign Trade” technology. • Middle Eastern Agents can become permanent Emissaries in an AI’s City Center to increase relations. • Western Builders can construct Monuments near an AI’s buildings to Tech Points increase relations over time. The player purchases worker slots in the City Center to hire “scholars,” which generate a steady stream of tech points. City Centers do not come with any slots—all slots must be bought. All slots produce tech at the same static rate.

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However, each new slot bought (per building) costs more than the previous slot. Eras and Technology Tech research and Era advancement cost tech points, in addition to other Empire Earth III spans five unique Eras: Ancient, Medieval, Colonial, Modern, resources. and Future. As the player advances through the eras some of his or her units

will automatically upgrade when the player enters a new era, while others must Note: During battle mode in World Domination games, you don’t need Scholars be researched in order to be upgraded. Upgrades are researched at the building until the Modern Era, so you can’t hire them in earlier eras. where the unit originated. Certain units also possess special abilities that can be used by the player in battle or other situations. Some unit abilities are available Buildings & Units by default and others must be researched before they can be used. Abilities are In Empire Earth III you expand your civilization by constructing buildings and researched on the unit that can have them. producing units to use against your enemies. The player advances into a new era by paying a specified cost in Technology Building Construction points. To view the cost of advancing, the player just needs to place the mouse pointer over the button with the name of the current Era in the top right corner of In order to build structures or buildings you must select a unit that can build and the screen. When ready to advance (and you have enough Technology points), purchase a building by spending an amount of resources. Each region has a click the Era button. different way in which this is accomplished.

When the game begins, each region is provided with one of the following for the Combat purpose of construction: a single builder (if you have chosen the West); five While many options lay before you to grow your empire, combat is the primary Peasants (if you are playing as the East – any infantry unit can build); or a City way your civilization will defeat enemies and conquer the globe. Center, if you are playing as the Mid East. Other buildings and units may be available too, depending on the region and chosen game options. As any good commander knows, your units are only as effective as you make them. Study the info below and you will be conquering and pillaging in no time! The UI panel for your initial builder unit will display a selection of buildings that can be purchased. The building that is purchased can be placed by left- Unit Roles clicking on the terrain where you want that particular building to be built. For Each unit in your empire has a specific role in combat. As you will see, combat the West and the East, the Builder or Infantryman will then move to the works off of a rock/paper/scissor system. Each unit has a unit type they are designated spot and construct the appropriate building. The Mid East City strong against and very good at defeating. Each unit also has a unit type they are Center will spawn a packed version of the building, which can be moved and weak against which will kill them if you are not careful. unpacked at a designated spot, when ordered.

Basic Infantry Producing Units The Infantry unit is your most basic combat unit. Each region has a variety of Unit-producing buildings – such as Barracks, Stables, Workshops and Docks – Basic Infantry soldiers for you to choose from, some melee and some ranged. will each display in their UI panels the number and types of units that can be Infantry units are generally inexpensive and easy to kill, but they are dangerous constructed. in large numbers and have many special abilities that make them surprisingly useful and deadly. Infantry work best as a large attack group, or as escorts for By left-clicking on the unit icon button in the building’s display panel, you will larger weapons, but watch out for Field Guns! spend the unit’s cost in resources and purchase the unit. The unit will take a set amount of time to be produced and then the unit will emerge from the building. Raider Each unit-producing building can set a ‘rally flag,’ when the building is selected, What Radier units lack in armor, they more than make up for in speed. Your by right-clicking on the terrain away from the building. When a unit is produced Raider units are your best scouts, and can cover ground rapidly, allowing you to it will move immediately to the rally flag. locate and keep an eye on your enemies. Raiders are also excellent at destroying enemy Resource Workers and Trade Carts. Finally, Raiders also serve as great counters to enemy siege weapons due to their speed and weapon expertise.

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Heroes Shock Cavalry From time to time, you will gain access to a powerful Hero that you can send Shock Cavalry units are slow, powerful, and often covered head to toe in thick forth into battle. Heroes are expensive but extremely powerful units with very armor. These armored horse units excel at cutting down Basic Infantry, and can unique and often deadly special abilities at their command. An army with a Hero take out a group and ride away before the enemy even knows what happened. in the lead is a force to be reckoned with!

Anti-Cavalry Special Units Within your army, you also have specialized units for wiping out Cavalry. But There are other units at your command that do not fit exactly into the above keep them away from enemy Basic Infantry units, as Anti-Cavalry units are groups, such as fire ships and priests. These units have unique uses all their own especially vulnerable to them. that will become clear as you grow as a commander. Each region has its share of special and support units. Field Weapons The Field weapon is your arsenal’s compact artillery. Field Weapons are perfect Unit Abilities for attacking large groups of slow-moving units such as Basic Infantry and Anti- Many of the units in your army have access to special abilities that can give Cavalry foot soldiers, and tearing them to shreds. them an edge in combat. Some abilities your units already know, while others must be taught to them through research. Siege Weapons Siege Weapons are your largest engines of war on land. While very slow moving, Siege Weapons are devastatingly powerful when used against enemy structures. Even one siege weapon can destroy an enemy building, wall, or tower quickly. Siege Weapons are very vulnerable, however, due to their slow speed and inability to fight off any kind of short range or melee attack. Make sure to protect these important weapons with Infantry or Cavalry escorts.

Small Ships Your navy is made up of two general classes of watercraft, one of which is the Small Ship type. Most small ships are useful for transporting land units, and all are great at putting holes in other ships.

Large Ships Large Ships are often towering behemoths that wily commanders can use to bombard coastal targets from off shore. Most Large Ships can also transport units, but they are poor at fighting off any kind of direct attack from other ships.

Light Tanks Light Tanks are highly mobile vehicles, but not well armored. They are strong against Basic Infantry, but weak versus Heavy Tanks.

Heavy Tanks In the above picture, you can see the Command Card for a unit, at bottom-right. Heavy Tanks are armored vehicles with a strong punch. They excel at taking The icons on the top row represent the Combat Actions this unit can perform. out other vehicles, but watch out for Anti-Tank weapons. Below that to the left are researchable items. To research something, simply click on the research button. The cost of the research is deducted from you Anti-Tank resource stockpiles. Research takes a little time to perform, which is displayed As the name implies, Anti-Tank weapons are as a time bar that goes across the icon as it is being researched.

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aircraft you have researched. Air Bases defend themselves automatically by To the right of the research buttons are icons that represent the abilities this unit sending out interceptor aircraft when enemy airplanes are detected. can perform. Click on the icon to use an ability. For some abilities you will also have to click on a target or location to perform that ability there. Some To launch an air mission, choose an air mission icon from the airport by left- abilities cost resources to use, and some have a “Cooldown,” which is a “rest” clicking the icon, then left-click again on the target. Once initiated, your planes period certain abilities require after being used. During Cooldown, the ability will immediately take flight and follow your orders. In this way you can launch cannot be used and you must wait for it to recharge before using that ability bombing runs, perform long range aerial recon, or fly a bombing run with escort again. fighters. There are several kinds of air missions on which you can send you aircraft. You should become familiar with all of your mission options once your At the bottom are buttons representing things this unit can build or produce, if empire has reached that level of technology. anything. Hover the mouse pointer over any icon to see information about that item. Diplomacy Diplomacy can be a smart alternative to fighting, depending on the situation and Combat Actions on your strategy. To access the Diplomacy controls, click the Diplomacy button Your soldiers and support personnel are highly skilled and well trained. As their in the main screen (upper-right). commander, you have access to advanced tactics called Combat Actions that your units will carry at out your command. Many Combat Actions are available, There are three diplomatic states in Empire Earth 3: Allied, Neutral, and but some must be researched (at a City Center) before you can order your units Enemies (also called “At War”). All states are mutual, so you cannot be the to use them. enemy of a player who is allied or neutral to you. Players can also “Assimilate” native tribes, which is a special type of alliance. Combat Actions can be used by different types of units and therefore differ from unit abilities, which are unique to a specific unit. Combat Actions are a • Allies – Players who are allies cannot attack each other. Allies share combination of unit formations and objectives for your units to carry out, all line of sight (LOS) with each other by default. There are three basic built around an intended goal. For example, if you are playing as the Mid East types of alliances: and you want a group of your units to set up an ambush near the edge of a forest, o Timed – an alliance that lasts for a set time then expires, first select your units, then left-click the Ambush icon from the command card. leaving players neutral to each other. Next, left-click the location where you want your units to set up the ambush. o Breakable – players are allies until one declares war on the Your units will move to the target location, get into formation, and hide other. themselves. Then they will wait patiently to surprise attack any enemy units who o Whole Battle – this is essentially an unbreakable alliance are unlucky enough to cross their path. which lasts the whole battle. • Neutral – Neutral players are allowed to attack each other, but only There are a variety of Combat Actions available to your troops, including deliberately. The player must “force attack” by holding down the Alt Capturing buildings, Charging at enemy units, and Exploring the map. Many of hotkey while ordering the attack (right-click on target). Attacking a these Combat Actions have very powerful bonuses, and a seasoned commander neutral player automatically declares war on that player. making smart use of Combat Actions in battle will be difficult to stop. • Enemies – Players who are enemies are in a state of war. Units will automatically attack each other on sight. Enemies cannot set up trade To the right of the Combat Actions are three Unit Stances: Standard, Aggressive routes with each other. and Hold Position. • Assimilated – Assimilation is a special type of alliance. A Native Tribe is assimilated when you max out your Relations with the tribe. Air Combat Assimilated tribes adopt the assimilating player’s diplomatic states with Controlling your air force is very similar to using unit abilities. After you build other players and will attempt to attack enemies of the assimilating an Airport, you will be able to launch air strikes and other aerial missions from player. Tribes also give a portion of the resources they collect to the it. The kind of missions and the amount of damage they inflict depend on which player who assimilates them.

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Making Alliances and Declaring War You can easily send a basic alliance proposal or declare war on another player or a native tribe. When you bring up the Diplomacy controls, select the player you want to ally with or declare war on. A series of diplomatic option buttons appear. To instantly propose a Timed Alliance or a Breakable Alliance, click the appropriate button. The default timed alliance is 10 minutes.

To declare war on a player and become mutual enemies, click the Declare War button (next to the alliance buttons). To declare war on a neutral player, you can instead “force attack” that player’s units. Select units and order them to attack by holding the Alt key and attacking a target by right-clicking on it.

When a player sends an alliance or any kind of proposal to you, the Diplomacy button will blink. Click it and you’ll see the button of the player(s) who sent a proposal blinking. If only one proposal is pending, “Quick Response” buttons will appear by the player button, otherwise click the player button to see Quick Response options for that player’s proposal. The Quick Response buttons allow you to accept or reject a proposal instantly, or make a counter proposal (see Proposals below). Hover your mouse pointer over the buttons to see a tooltip that summarizes what the other player has proposed.

Tributes You may also offer or request a change of diplomatic state with a third party Players can tribute resources, units and buildings to other players or Native (see picture). These conditions go into effect only when the proposal has been Tribes. (This can be particularly effective at raising your Relations with a tribe.) accepted by both parties. In the Diplomacy controls, click the player you want to pay tribute to. Left- clicking a resource button instantly sends a fixed amount of resources to the At the bottom of the panel are buttons to send, clear, or cancel the proposal. If selected player (hold the “Shift” key on the keyboard to send fives times as you are reviewing a proposal sent by another player, you can accept, reject, or much). counter that proposal.

To tribute units or buildings, first select the units or buildings you want to Important: in the Tributes section, the left side of the panel always shows what tribute. Then click Diplomacy and select the player to tribute to. Click the the player who sent the original proposal will give when the proposal is Tribute Units button and the selected units or buildings are given to the selected accepted. The Right side always shows what the player who originally received player. the proposal will give. So for example, if you send a proposal and offer 500 Wealth, you make that offer on the Left side. If at the same time you want the other player to give you 600 Raw Materials, you make that request on the Right Proposals side. For more diplomatic options, you can choose to send a proposal to another player (but not a Native Tribe). Click Diplomacy, select the player, and then Change Status with this Player – You can offer or request to change click the Proposal button. diplomatic status with the named player, assuming the proposal is accepted. Choose one of the three diplomatic statuses in the Change Status field. Choose At the top of the Proposal panel are controls for proposing an Alliance or one of the other players in the province (i.e., not the receiving player) in the Neutrality. You may offer several types of alliances and also propose how much “With this Player” field. line of sight to share. Below that, there are two sections for offering and requesting various tributes as part of the proposal.

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A declaration of war with the third party happens immediately once the proposal change takes effect the following turn. The four province designations are is accepted. Choosing Alliance or Neutral automatically sends a proposal to the explained below. third party, which that player is allowed to accept or reject.

Note on World Domination Proposals: In World Domination games, you also Military Province have the option to tribute entire provinces while on the world level. Check the • Contributes to your overall army limit based on the Tribute Province checkbox and select the province to offer or to request in Military value. tribute. • Used to create armies (or modify them for free). World Domination Commercial Province World Domination is the single player campaign mode of Empire Earth III. • Produces Commerce each turn based on the Your goal is to expand across the globe and dominate the world. Computer AI players are trying to do the same thing, while local native tribes go about their Commercial value. business within many of the provinces. There are a number of additional • Used to create world trade routes for extra features in World Domination games beyond the basic features that are available Commercial income. in Skirmish games. Imperial Province Provinces • Produces Imperial power each turn based on the The map in World Domination is a globe, divided into provinces. Each Imperial value. province represents a single, Skirmish-style map. You can rotate the globe by • Used to create spies. clicking and dragging with the mouse. • Contributes to your spy limit (one spy is allowed per Imperial province you own). World Resources Each province is more or less rich in four types of resources: Research Province • Military – the potential number of armies that can be supported by the • Produces Research each turn based on the Research province. value. • Imperial – a measure of the potential imperial clout of the province. Imperial power can be spent on purchases and research. • Research is used to advance Eras and for certain • Commerce – a measure of the commercial potential of the province. Empire Technologies. Reserve Commerce can be spent on purchases and research. • Research – a measure of the research potential of the province (some province do not have research value). The Research you generate is World Mode vs. Battle Mode used primarily for advancing to the next Era. In World Domination games, players play in two distinct modes: • World Mode – strategic level played on a world map. Players collect The value of each resource is expressed as a number. The higher the number, world resources, advance Eras, use Empire Techs and control entire the more valuable that province is for that resource (note: some values may be armies and stealthy spies. The world level is turn based. zero). • Battle Mode – very similar to Skirmish games. Players collect battle- level resources, research new units, research unit abilities for use Province Designations during battle, and control individual units rather than whole armies. In order to exploit the potential value of world resources you must own the Battles are fought in real time. province and designate the province appropriately. There are four province designations that correspond to the four world resources. You can change the designation of a province, for example from Military to Commercial, and the

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At the beginning of a World Turn, any pending battles are resolved (the To create an army, click on a Military province to open the Province panel (or provinces flash red). Battles occur when you have an army in a non-friendly or drag the Army icon in the upper-left of the UI into a Military province). In the unowned province, or another player has moved an army into a province you panel, click on one of the two empty army icons (next to the Military value) and own. Double-click a province that is flashing red to resolve the battle pending the Army Composition panel is displayed. If you already have one or two there. You may choose to fight each battle in battle mode, which plays out in armies in this province, one or both icons will not be empty. Clicking on an real-time on the province map, or choose “Auto Resolve” to have the battle active army icon will open that army in the Army Composition panel, allowing instantly and automatically resolved for you, based on the strengths and you to change its composition (which you may do for free if the army is in a weakness of each side involved in the battle. (You may auto-resolve against full Military province). You may not have more than two of your armies in a AI players only, not Native Tribes.) province at a time.

Note: Some Empire Techs can be used only in pending battles (see below).

After you resolve all your battles, you can produce and move world units, use Empire Techs (explained below), or advance to the next Era if you have accumulated enough Research. The turn does not end until you click the Advance Turn button (at the top-center of the World screen). Below that button is the current year, which loosely corresponds to the Era you are in and the turn you’re on. Hover the mouse pointer over to see the turn number.

World Events World events are missions and quests that occur randomly (or when certain conditions are met) during a World Domination game. When world events occur, you are presented with a briefing that describes the situation, and are given objectives to complete. Completing an event will generally result in a reward or benefit. Some events are optional, so you can choose to accept or skip them.

If you decide to complete an event, accept it when asked, and then complete the given objectives. Some events are short and easy, some are long and hard, and some, when completed, spawn new events. You can opt to turn off events in the At the top of the panel is a bar displaying the army’s name. The default name is game options when you set up a custom game. simply “army” and the number of the army, but you may double-click on the name to edit it. The same bar also acts as a population meter, filling up as you select units to put in the army. Armies

There are three world units: armies, spies, and trade vehicles. World units are Underneath the name bar are columns for each building type. Each column lists mobile and appear as icons on the world map. Let’s look at armies first. every unit that is available (according to your current era and researched units). Tooltips will appear over each unit icon, naming the unit and listing its An Army is comprised of land units and/or naval units, up to a certain pop limit. information. Add units to the army by left-clicking on the desired unit icons (or To create an army, you must be below your army cap and have enough right-click to reduce the number). When the pop cap bar is full, no additional resources. (Your army cap is the sum of the military values of all your Military units may be put in the army. (As you advance Eras, the maximum size of your provinces.) Armies cost world resources to create and must be created in a armies goes up.) Military province. All armies must contain at least one unit capable of constructing buildings (the unit will vary depending on which region you are playing). Army composition

Page 27 Page 28 Empire Earth 3 Empire Earth 3 is considered final once you move the army or end the turn, but you are allowed Withdrawing from Battle to modify the contents of an army for a cost if the army is in a province you own You may withdraw your armies from a battle, retreating to safety, if you have (modifying an army is free if it’s in a Military province). enough units left on the map (if you do not you can opt to forfeit the province). During battle, click the Withdraw button (left side of screen). Your withdrawn At the bottom of the screen is a set of template buttons. These are “quick fill” armies will suffer some attrition, but will be available in the province they shortcuts: three are predefined (offensive, defensive, and naval) and three are retreated to on the globe (withdrawing counts as a move for that turn). player-defined. To create a player-defined template, fill up the army as desired then click on any of the three save buttons to save that template. Click the User Spies buttons to load a saved template. Spies are stealthy world units that gather intelligence, commander trade, and assassinate enemy spies. Spies can also perform other special actions, which are Army Health available on the Empire Tech Tree. Spies are moved around the world map just Like individual units on the battle level, armies have a “health bar.” If you lose like armies and also have a health bar. To create a spy, click on an Imperial a battle, the armies involved are lost. If you win, your armies still take some province and then click the Spy icon in the Province Panel (or drag the Spy icon damage. Armies are considered “at rest” if they don’t move or attack for a turn. from the UI into an Imperial province). The number of spies you are allowed is An army recovers health during each turn it is at rest, unless you are over your equal to the number of Imperial provinces you have. You are allowed to have army cap. up to two spies at a time in a single province.

On the battle level, units in a damaged army have their health capped at the Spy Actions: same percentage. These units cannot be healed beyond the cap, but units • Gather Intelligence – Spies automatically provide information on the produced during the battle will have full health. province they occupy, and can see other world units in the province or

any adjacent provinces. Spies can be seen only by other spies. You Moving Armies can research Superior Intel on the Empire Tech Tree to provide To move an Army, click on its icon on the word map (left-click to de-select a additional information, including the ability to view the composition of selected army). The mouse pointer changes to a “move” pointer. When you enemy armies. hover the pointer over a province, the province will highlight green if it is a • Assassinate – When spies of different players meet in the same valid province to move to, or will tint red if it is an invalid destination. Right- province, they try to assassinate each other. Your spies have an click in valid province to order the army to move there. Armies can generally advantage in friendly provinces, but are at a disadvantage in enemy move only one province per turn, but certain Empire Technologies can increase provinces. If an assassination is successful, the assassinated spy (or this. Moves don’t take effect until you end the turn, so you can undo a move by spies) is removed from the map. If unsuccessful, the spy takes damage. moving the army back to its original province. You cannot have more than two Assassinations are attempted at the beginning of a turn. of your armies in one province at a time. • Commandeer Trade – When a spy is in the same province as a world To move any army over water (e.g., through an ocean province), the army must trade vehicle belonging to another player, the spy automatically steals contain enough ships with transport capacity to carry all the land units in the its commercial value for that trip. The vehicle’s owner (and partner) army. The sum of the ships’ capacities is called the army’s “Cargo Capacity.” gets nothing for that trip. If the Cargo Capacity of the army is equal to or larger than the pop of all land • Empire Techs – The following Empire Techs require a spy to use: units, you may move the army into water or on land (however, the ships won’t Propaganda, Corruption , Sabotage, Fund Rebels , Tribal be placed on land maps). The army icon on the map has an anchor on it when Subsidies , Coup d’Etat, and No-Spy Zone that army is allowed to move over water. World Trade Note that moving armies into a province not owned by you or an ally is an act of Each Commercial province you own can be the origin or destination of one trade war. route with yourself and one trade route with another player. The other end of the route must also be an Commercial province. You cannot trade with enemy

Page 29 Page 30 Empire Earth 3 Empire Earth 3 players (unless you are playing the and use the Black Market If you decide to purchase a militia, the militia must include the above, but you Empire Tech). Setting up a world trade route costs world resources. can add anything else you want to it, including most types of buildings (but not walls). Each building takes up a certain amount of population for the purpose of To set up a route, click on a Commercial province you own to open the Province creating militias. You can save one militia template for each of the three panel, and then click the Trade icon (next to the Commerce value in the panel). province designations. Valid destination provinces are highlighted green as you hover the mouse pointer over them. The Commercial values of the origin and destination Militias are destroyed if the province they are defending is conquered. You may provinces and the distance between them are factors in determining how also delete a militia if you wish, but you will not get any resources back. valuable a trade route is. Create your trade route by clicking on the destination province. A world trade vehicle appears to represent the movement of goods World Technologies between provinces. The trade vehicle automatically moves one province along In a World Domination game, technology research is handled a bit differently the route each turn. than in Skirmish games. First, you have the option in World Dom games to research Empire Techs, which are special technologies and powers that have a Each time the trade vehicle reaches its destination or returns to its origin, you wide range of uses and effects. These are explained below. get income from the route (which is added to your resource reserves). If you have a trade partner other than yourself, the partner gets a small bonus income On the regular or “Evolution” tech tree, what you can research depends on equal to the Commercial value of his province. If your trade partner likes or whether you are on the world level or the battle level. loves you, you and your partner get an additional income bonus. You can delete an existing trade route by selecting the vehicle and deleting it, or by selecting • World Level – Research Era advancement, which costs world the origin province and setting up a new route. resources. Research on the world level is permanent for the duration of

the game. Spies in the same province automatically steal from trade vehicles, leaving the • Battle Level – Research units and unit abilities, including stat route owner (and partner) with nothing for that trip. An enemy army in the same upgrades, which cost local (battle level) resources. Researching units is province as a trade vehicle will automatically destroy the vehicle and the route. permanent, but researching abilities lasts only for the duration of the battle, so if you research a unit ability in one battle, you’ll have to Militias research it again in a different battle. You are essentially giving special Militias are local defensive forces. Every province you own is allowed one equipment or training to the units participating in this specific battle. militia, which you buy and fill up just like an army. Also like armies, militias have a health bar, but militiasare not mobile; they cannot be moved. Empire Techs Empire Techs come in three flavors: Military, Commercial, and Imperial. Each If you opt not to purchase a militia for a province, you’ll still have a few basic of these flavors is additionally divided into three tiers, with more powerful techs buildings in the province, depending on the province’s designation: generally being on higher tiers and requiring some lower-tier tech to be • A Military province will have a barracks and a stable/factory researched first. Once researched, Empire Techs appear in the Tech panel and • A Commercial province will have two markets are available to use, usually for a cost. Select the target (usually a province) if • An Imperial province will have two warehouses necessary, and then activate the tech you want by clicking on it. When used, it • All province types have (at least) one City Center may take a turn for the effects to happen, depending on the tech. o NOTE: Due to territory ownership rules, West and East regions (but not Mid East) must have additional city centers to Roads & Infrastructure accommodate additional markets (and warehouses, if they are • Military Tier 1 • Use Cost: Pay per province in different territories). • Description: Build roads and infrastructure in your provinces to grant a free • Additionally, the Western region will have one builder and the Eastern move to friendly armies or spies moving through it. region will have some infantry who can build. Propaganda • Military Tier 1

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• Use Cost: Pay per use • Description: Spy Power. Move a spy into a province that contains one or more Corruption unfriendly armies and activate this power. The spy spreads anti-war propaganda, • Commercial Tier 1 causing all non-allied armies in that province not to heal for a couple turns, even • Use Cost: Free after research if they move from that province. • Description: Spy Power. Any of your spies, when in an enemy province, automatically siphons off a percentage of world resources gathered in that Resistance province each turn. Two spies siphon off twice as much. • Military Tier 2 • Use Cost: Pay per use Supply Lines • Description: Resistance fighters (extra units) augment your forces in the • Commercial Tier 1 selected province for one battle. • Use Cost: Pay per use • Description: Select a province in which a battle will be fought the following Lightning Deployment turn. For the duration of that battle you will receive additional drop-shipments • Military Tier 2 of resources at periodic intervals. • Use Cost: Pay per use • Description: Move one army from an owned province into any other owned Eminent Domain province in one turn, even if other provinces intervene. • Commercial Tier 2 • Use Cost: Pay per use Reinforcements • Description: Purchase outright any unowned province to which you have line of • Military Tier 2 sight. • Use Cost: Pay per use and army is lost • Description: Designate an army as reinforcements for one turn and select an Sabotage adjacent province it’s meant to reinforce. In a battle in the adjacent province, • Commercial Tier 2 you can choose to call in your reinforcements, effectively getting an extra army’s • Use Cost: Pay per use (chance spy may perish) worth of units to fight with, although the army itself is disbanded on the world level. • Description: Spy Power. Move a spy into a province owned by another player and order sabotage. The province’s designation and the benefits it confers are Scorched Earth taken away for one full turn. Additionally, there is a better than even chance of • Military Tier 3 destroying Roads & Infrastructure, a Cultural Landmark, or a Production Center • Use Cost: Cheap, but units, army, and militia are lost (if the province contains them), and the owner cannot rebuild for one full turn. There’s a small • Description: During battle, sacrifice your armies in the province and scorch the chance the spy may not survive. earth to halt all resource production (battle and world level) in the province for all players for several turns. There is a small chance the attempt will fail. Production Center • Commercial Tier 2 People’s Army (Eastern Region Only) • Use Cost: Pay to build or rebuild • Military Tier 3 • Description: A Production Center is a special world-level structure that • Use Cost: Pay per army increases the world resource values of the province it is built in. You are • Description: Increase the size of a selected army. Allows you to add units allowed only one Production Center at a time, and the province in which it is beyond the normal pop limit. built cannot have an army you own in it. You’ll get more value out of the province depending on how you designated the province: Shock and Awe (Western Region Only) o Commercial Province = more Commerce income per turn • Military Tier 3 o Imperial Province = more Imperial income per turn • Use Cost: Pay per use o Military Province = higher army cap • Description: Select a province you have invaded (where a battle will be fought). o Research Province = more Research income per turn When the battle begins, a wing of aircraft will carpet bomb the defender’s base. Surviving buildings will produce units or gather resources at only half the Fund Rebels normal production rate for a few minutes after the attack finishes. • Commercial Tier 3 • Use Cost: Pay per use Sneak Attack (Middle East Region Only) • Description: Spy Power. Move a spy into a province owned by another player. • Military Tier 3 The spy funds the local tribes, which turn hostile to the province owner and • Use Cost: Pay per use attack on the following turn. • Description: Select an army. The army can be moved two provinces instead of just one, jumping over the intervening province and penetrating deeper into an Hire Mercenary Army (Eastern Region Only) enemy’s empire. (Crossing water still requires ships.) • Commercial Tier 3

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• Use Cost: Pay per use Cultural Landmark at a time, and it cannot be built in a Military province. It takes one turn to • Description: Select a province (in which a battle will be fought) .When the battle begins, an construct (or to remove and rebuild in a different province). No armies (friendly or otherwise) army of independently-controlled mercenaries marches in and attacks your enemies. You may are allowed in the Cultural Landmark’s province. To invade a province with a Cultural hire only one mercenary army per province. Landmark, you may either try to Sabotage it with a spy or cut the province off from the rest of the owner’s empire (i.e., so it’s not adjacent to any other province in that player’s empire). Black Market (Middle East Region Only) • Commercial Tier 3 Coup d’Etat • Use Cost: Pay when setting up trade route • Imperial Tier 3 • Description: Allows you to establish a black market trade route with enemies. • Use Cost: Pay per use All income produced by the route is taken from your enemy’s stockpile. Black Description: Spy Power. Move your spy into a province owned by another player, market trade vehicles are stealthy to all other players, but can be spotted by a spy. which has at least one of that player’s armies in it, and attempt a Coup d’Etat (chance of success goes down the more armies there are). If the Coup is successful the Sanctions (Western Region Only) province becomes yours the following turn. Any world buildings and armies are • Commercial Tier 3 destroyed. • Use Cost: Pay per use • Description: All resource gathering (world and battle level) in one target Border Growth (Eastern Region Only) province is suspended for all players for a few turns. Trade routes run but • Imperial Tier 3 produce no income. • Use Cost: Pay per province taken • Description: Your empire automatically tries to expand every few turns, taking Superior Intel over an adjacent, unowned province (if any). Each province costs resources to • Imperial Tier 1 take. If you don’t have enough resources, the border growth fails. • Use Cost: Free after research • Description: Spy Power. When in a province, the spy automatically collects No-Spy Zone (Middle East Region Only) intelligence on the province’s designation, world-level structures, and you can • Imperial Tier 3 look at the composition of armies and the militia in the same province as the spy. • Use Cost: Pay per use (and uses up a spy) • Description: Spy Power. Move a spy into province you own and designate a Frontiers No-Spy Zone there. Your spy is used up setting up the Zone (it takes one turn) and from then • Imperial Tier 1 on no foreign spies are allowed in that province. You can have only one No-Spy Zone.. • Use Cost: Free after research • Description: Increases world line of sight. You can see the owner and value of Foment Revolt (Western Region Only) a province from two provinces away rather than one. • Imperial Tier 3 • Use Cost: Pay per use (armies increase cost) Tribal Subsidies • Description: Select a province owned by another player that is adjacent to a • Imperial Tier 2 province you own and foment a revolt there. The following turn, the province • Use Cost: Pay per use breaks away from the other player and becomes an unowned province. The cost of fomenting a revolt goes up as there are more foreign armies in the province, • Description: Spy Power. Significantly increases your relations with all tribes in but the armies are destroyed. an unowned province.

Patriotic Rally III. Western Region • Imperial Tier 2 • Use Cost: Pay per use (and temporarily lose resource gathering) Western troops fight from a position of strength. In one-on-one combat • Description: When you pay for a Patriotic Rally (in a province you own), the with similar enemies in the same Era, Western units nearly always win. province cannot be invaded for one full turn. But due to the rally no world-level income is gathered in the province for that turn. Once used you cannot have They’re tougher and do more damage than units from other regions, and another rally for a full turn. even their buildings are tougher. This strength comes at a cost. They must fight with quality, for they can’t afford to produce quantity. Cultural Landmark • Imperial Tier 2 Western also have more technological options, and will often • Use Cost: Pay to build or rebuild specialize in an existing unit rather than produce an entirely new unit. In • Description: A Cultural Landmark is a special world-level structure that is so the Future, the West relies heavily on robotic and autonomous weapons. revered that foreign armies will not invade the province in which it is constructed. Additionally, a Cultural Landmark brings in +1 Commerce each turn, regardless of what the province is designated. You are allowed only one

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Building Construction • Builder (Ancient) – The mainstay of the Western empire, The Western philosophy feels that you need the right person for the right job. and the only unit capable of constructing buildings for the Constructing buildings is best done by professionals, so you’ll need to hire Western region (along with the upgraded versions of the dedicated Builders at your City Center to erect your structures. Builder). o Build - Can construct new buildings. Territory Control o Repair - Western Builders are the only mobile unit capable of repairing a building. Buildings can slowly Controlling a territory requires building a City Center there to establish a base of heal themselves (if told to do so), but Builders get power. Except for the City Center, Western buildings can only be placed in the job done more quickly. already-owned territories. Western defenses include walls, towers, fortresses, and anti-aircraft emplacements to guard the homeland. o Monuments - Western artificers create impressive testaments to their empire’s greatness. Putting Population these monuments in the territory of a Native Tribe will positively sway that tribe’s opinion of you, Supporting the forces requires a stable home. Western empires build houses to eventually convincing that tribe to join your empire if provide population space for their military. you otherwise treat them nicely. o Research Faster Construction (Ancient) - All builders Unique Combat Action and Empire Techs construct buildings and structures faster Combat Action • Guildsman (Medieval) – A tougher version of the Builder Land Grab – Representing government interests, a • Recuperate - Modern units in the West can heal themselves while o standing still and not fighting. Guildsman can outright purchase buildings from rival players. The cost to buy buildings this way goes directly into the enemy’s coffers. Empire Techs (World Domination only) • Contractor (Colonial) – The builder of the Colonial times of • Shock and Awe – Activate this on a province before invading. A expansion. large number of bombers make a run over the province, heavily o Fix Vehicle – With a greater understanding of damaging the enemy before your troops arrive. mechanical engineering, Contractors (and later • Sanctions – Shuts down all resource gathering and trade in the Engineers) can repair your vehicles. They make a province, on both a global and local level. No one (including the great support team for your cannons, and later on, Western player levying Sanctions) can gather any kind of tanks, artillery, and HERCs. resources from the province for a number of turns.

• Foment Revolt – Causes a civil revolt in an enemy province neighboring your empire. This causes that player to lose control of • Engineer (Modern) – The ultimate builder unit. the province. Barracks – Produces infantry units Buildings, Units, and Unit Abilities • Javelin (Ancient) – Moderate powered short-ranged infantry.

Spear Thong – Spears go farther and strike City Center – In addition to controlling territories, produces o harder with this enhancement device. the vitally important Builder line. City Centers provide a slow Research Better Fire Rate – Reduces delay trickle of wealth and raw materials. Additionally, hiring o between attacks. “Scholars” at the City Center is the only way to gain the Tech • Short Sword (Ancient) - Slow melee unit, ideal for point resource. taking out enemy anti-cavarly.

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o Torch – Allows swordsmen to throw torches Stables – Produces Calvary units onto buildings, setting them on fire. o Research Pierce-Resistance Armor – Trains • Javelin Cavalry (Ancient) – Speedy ranged cavalry swordsmen to block and dodge arrows or unit, excellent for raiding enemy economies. other ranged weapons, reducing damage • Horseman Raider (Ancient) – Heavy melee cavalry received. excelling at taking down infantry • Pikeman (Ancient) – Strong, anti-cavalry unit • Barbarian (Medieval) – A quicker version of the wielding a spear. Javelin Cavalry • Short Bow (Ancient) – Quick, ranged unit. • Knight (Medieval) – A strong, tough cavalry unit • Long Sword (Medieval) – The strongest swordsman. o Decreased Population Count – Reduces the • Longbow (Medieval) – A quick archer with greater needed supplies that Knights consume range than the Short Bow. • Hussar (Colonial) – Fast, fearful cavalry o Armor Piercing Arrow – Increased damage o Dread – Each time a Hussar slays an enemy, dealt to cavalry units. the nearest enemy unit in sight Panics for a • Berserker (Medieval Hero) – This melee hero does few seconds, stopping whatever it is doing to great damage himself, but his real power is inspiring flee from the Hussar. rage in those around him. For a brief while, units • Dragoon (Colonial) - Heavy mounted unit carrying a automatically attack the nearest enemy, inflicting carbine and receiving double damage the entire time. Note: You lose control of the affected units while they go Factories – The evolution of stables, producing various berserk! tanks and other vehicles of destruction. • Musketeer (Colonial) – Basic gunman of the • Mark IV Tank (Modern) – A heavy hitting vehicle of Colonial era. destruction. A mainstay of modern Western • Congreve Rockets (Colonial) – These early militaries. handheld explosive units are excellent for taking • Flame Tank (Modern) – Lighter tank excellent at down buildings. burning away infantry. o Flash-bang – Stuns most units in an area of o Research Improved Light Armor – Upgrades effect. This will affect your units if they are the armor on Flame Tanks to better protect too close! against heavy weapons like other tanks • Rifleman (Modern) – Modern ranged unit • Titan Tank (Future) – The most powerful tank on o Tear Gas – Allows your Riflemen to shut down the battlefield. a building for a few seconds by filling the o Reactive Armor – Specifically made to counter building with irritating gas. enemy tanks, this armor halves the amount • Robo-soldier (Future) – The Future of infantry of damage taken from other tanks. combat • ARV (Future) – Light, armed robotic vehicle that o Jet Pack – Allows Robo-Soldiers to fly short cooks enemy units. distances over land or water. o Microwave Gun – This initially weak attack o Tear Gas – Targets a building. The canister of increases over time, dramatically powering up teargas explodes in a cloud, preventing the damage done as long as the attack is focused building from performing any activity for on a single area. awhile (Stops production and gathering). • Halftrack HERC (Future Hero) – A mighty and versatile machine.

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o Quantum Singularity Gun – Creates a black Dock - A shipyard that produces military and trade hole at a location, which will eventually suck ships, and fishing vessels. Nearly all military ships can in all units in an area. Mobile units carry ground troops. automatically attempt to flee. • Fishing Boats – Allow you to claim fishing resources, providing raw materials for your empire. Workshop – Produces siege units for destroying • Trade Ships – Travels to other docks to exchange buildings and field guns for peppering large areas. goods, generating wealth. Purchase by hiring a • Onager (Ancient) – Single-arm catapult designed to worker slot. take down buildings. o Increased Speed – Picks up some wind to • Siege Tower (Ancient) – Large, well-armored further the flow of funds. infantry transport that deposits attackers over • Pentekonter (Ancient) – Small, quick ship, good for enemy walls. defeating other ships. • Lithobolos (Ancient) – Medium-sized stone-thrower. • Siege Ship (Ancient) – Large, slow ship with a long Excellent against infantry and support units. range attack good against immobile targets. • Chiero-ballista (Medieval) – Upgraded anti-infantry • Longship (Medieval) – Viking-style longship, faster field weapon, now with arrows. than the Pentekonter. • Counterweight Trebuchet (Medieval) – A more • Steam Frigate (Colonial) – Coal powered ship, advanced tosser of rocks. Excels against buildings. excellent against other less maneuverable ships. • Bronze Cannon (Colonial) – Early gunpowder field o Depth Charges – Steam ships can be gun equipped with Depth Charges to hunt down o Grapeshot – Fires a shorter, stronger volley submarines. into a cone-shaped area. • Ship of the Line (Colonial) – Queen of the seas, a • 88mm Gun (Modern) – A powerful, long range field large sailing ship with a strong attack. gun. Good anti-tank weapon. o Full Broadside – Fires all cannons at the same o Anti-Air – Allows the 88 to target air units in time in one large attack. addition to ground units. • Dreadnaught (Modern) – Large steel battleship with • Howitzer (Modern) – Long range building destroyer. modern weaponry, excellent against buildings. o Mustard Gas – Large-scale area effect that o Train Gunmen – Dreadnaughts can train slows down and damages all units caught infantry onboard, providing great flexibility for inside, including yours! their strikes on land. • Atomic Annie (Modern Hero) – Medium vehicle with • Attack Sub (Modern) – Submarines are, of course, conventional and special attacks. excellent against other ships. They are also stealthy, o Flash-bang – Stuns units in a small area of unable to be seen except by detector units. effect. • Hydrofoil (Modern) – This western Destroyer is o Tactical Nuke – Long range, nasty explosive quick, and capable of detecting and attacking missile weapon. Buildings surviving the blast submarines. are set on fire. The targeted area becomes • Aircraft Carrier (Modern) – These act as mobile irradiated for a short time, damaging any Airfields, capable of sending the same missions as a mobile units entering the area. normal Air base. o SONAR – Carriers can be equipped to spot submarines, making them less vulnerable to that terror from the deep.

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• Strategic Sub (Future) – A faster but conventional submarine that can only be spotted by detectors. • Mission Types o SLCM – Strategic Submarines can be o Aerial Recon - Launches an air recon mission. equipped with surface-to-surface missiles, o Bombing Run - Launches a bombing mission. giving them the ability to attack land as well o Escorted Bombing Run - Launches a bombing as sea targets. mission escorted by attack aircraft. • Battlesub (Future) – This sub carries a single powerful large gun, and is also a stealthy transport • Fortresses – Powerful building capable of repelling strong ship. attacks. Garrison units inside to strengthen the attack. • Resistance to Rocks - Reduces damage dealt to Air Base – Launches air-strikes and reconnaissance missions. Fortresses and Walls caused by rock ammo. Western Airbases, with their superior planes and technology, • Research Range Boost – Extends the zone of clearly rule the skies. control that in which Fortresses can inflict • Biplane (Modern) – Basic plane capable of performing damage. either fighter or bomber missions, but not especially • Increased Hit Points – Makes the Western good at either task. Fortress one of the most difficult buildings to take • Increased Damage (Modern) – An excellent down. upgrade that increased the damage done by Biplanes, Jets, or UAVs • Anti-Air Emplacements • UAV (Future) – An Unmanned Aerial Vehicle VTOL, the • Anti-Air Gun – Anti-air building that protects an ultimate fighter plane. area from enemy air missions, helicopters, flying • Behemoth Bomber (Modern) – Large bomber with prop HERCs, etc. engines. • SAM Emplacement– Surface-to-Air-Missile, the • Increase Area of Effect – Enlarges the splash best anti-air defense the West can get. damage caused by this plane when doing bombing missions. • Tower - Defensive structure that can attack enemies. • Viper Bomber (Modern) – The most powerful bomber • Detect – can gain the ability to detect stealthy plane units. • Increased Damage – Increases raw damage dealt when dropping bombs • Wall - Defensive structure that creates a barrier to • VTOL Transport (Future) – Large helicopter capable of ground units. Units can occupy the top of the wall (via transporting ground units a long distance, over sea or constructed access points) and attack. land. • Anti-Tank Helicopter (Modern) – Attack chopper • Market - Generates wealth by setting up trade routes. capable of acting independently, and free from terrain • Trade Carts – Transfers goods from Markets to restrictions. City Centers or Docks. Extra carts can be • Lightning Sphere (Future) – A mobile lightning storm. purchased at the Market by hiring worker slots. When activated, the Lightning Sphere radiates electrical Longer routes are more valuable. damage at the nearest other unit. Beware: If this • Foreign Trade – allows you to trade with other lightning doesn’t find enemies to strike, it will overload players (except enemies). the Sphere itself, damaging it. When deactivated, the Lightning Sphere slowly repairs itself.

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• Warehouse - Accumulates raw materials from resource • Ambush – Select units and order them to set up an Ambush at a location. sites. Additional workers can be purchased to increase The units set up in the selected area and become stealthy, then spring out on the rate of resource gathering. unsuspecting enemies getting a one-time attack bonus.

Empire Techs (World Domination only) IV. Middle Eastern Region • Sneak Attack – Select an army to prepare for a Sneak Attack. The army is allowed to move two provinces instead of one, “jumping over” the middle The Middle East specializes in cavalry units and excels at the element of province. surprise as well as hit and run tactics. They are a mobile faction which • Black Market – Set up black market world trade routes with enemies. All can pick up and move most of their buildings to relocate or set up a resources received from the route are stolen from the enemy’s stockpile. forward base. As the Masters of Mobility, this faction primarily relies on, • No-Spy Zone – a Spy power that allows you to designate one province as a and is excellent at, ambush, harassment, and raiding. The Middle East No-Spy Zone (at the expense of the spy). No foreign spies are allowed to cannot build walls or towers, but their fortresses are strong and also enter the province. provide room for their population. In the Future, the Middle East fields a number of clever modifications to traditional (and not-so-traditional) Buildings, Units, and Unit Abilities weapons. City Center – All Middle East buildings are produced here as Building Construction well as Scout and Espionage units. You may also purchase The Middle East has the unique ability of producing buildings exclusively inside “Scholar” slots to gather the Tech Point resource. its City Centers. Once purchased and produced, the building rolls out onto the • Scout (Ancient) – A quick-moving scouting unit with good battlefield in mobile cart form. The cart can then be ordered to move to a desired line of sight but no attack, and is a detector able to spot destination and deploy (unpack) into building form. Most buildings can also be stealthy units. Can act as a permanent emissary in an AI re-packed and moved to a new location. player's city center to improve relations. o Emissary – able to permanently garrison a foreign Territory Control City Center (AI or Tribe) to boost relations with that The Middle East lays claim to a territory by moving a City Center in cart form AI or tribe. into the desired territory and unpacking it there. The Middle East can also build o Infiltrate – Allows the scout to sneak through walls. in any territory, even if another player already owns it. (West and East players • Prophet (Ancient Hero) – Wiseman with no conventional cannot build in territories owned by another player.) But you can’t take control attack but who can call down a Plague of Frogs to panic of a territory if someone else already owns it. enemy units in a large area. Is also a detector of stealthy units. The Middle East cannot construct walls or towers, but can construct Fortresses o Plague of Frogs - Does a small amount of damage, for defense, as well as to increase its pop cap. and has a chance of converting the affected units. • Assassin (Medieval) – A support infantry unit tougher than Population its predecessor, the Scout. It has an attack and has all the The Middle East must build Fortresses, which are sturdier than the West’s Scout’s abilities, but can also learn to sabotage. houses, to increase its population limit. o Sabotage – Sets an explosive on a target building, which eventually explodes and does damage as well Unique Combat Action and Empire Techs as temporarily halting production in the affected building. Combat Action

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• Operative (Modern) - Support infantry that is tougher and • Mujaheddin (Modern) – Sturdy, ranged support infantry more powerful than its predecessor, the Assassin. It has the with a decent attack that’s good against tanks. He also can same abilities as the Assassin, plus he can learn to detonate gain the ability to Detonate. a Dirty Bomb. o Land Mine – An explosive device that the unit plants o Dirty Bomb – Sets a bomb which explodes doing in the ground. They explode when an enemy comes high damage and irradiating the area for a period of too close, damaging all units in the area. time. Units in the irradiated zone take damage over • Revolutionary Guard (Modern) - Cheap and competent time. ranged infantry. This unit has camouflage, which grants the unit invisibility to non-detectors while standing still. Hospital – A mobile field hospital that heals units in an area of • Guerrilla Leader (Modern Hero) – A strong hero unit effect around the building. Upgrades into a better hospital. armed with a gun and leadership skills. o Dig Tunnel – The hero digs a tunnel which, when Barracks – Produces infantry units. complete, can covertly transport infantry • Axeman (Ancient) - Basic melee infantry with medium underground from one tunnel entrance to another. attack and a bonus vs. siege weapons. o Rally (passive) – Infantry around the hero cannot be • Slingers (Ancient) - Basic ranged infantry who throws panicked or stunned, do more damage, and take less rocks with a leather sling. They have medium hit points damage. and damage. • Rocket Soldier (Future) – powerful soldier armed with a • Sappers (Ancient) – A support infantry specialized in rocket launcher, especially good for punching through tank destroying structures from a distance with the tunnel- armor. digging sap ability. o Camo – the unit becomes totally camouflaged when o Sap – Destroy structures by digging a tunnel from a standing still and not attacking. distance and undermining the structure. • Armored Axeman (Medieval) - These are your professional Stables – produces cavalry units, becomes a Factory in the melee infantry. They are tougher than the regular Axeman. Modern Era. • Staff Slingers (Medieval) - Ranged infantry, more powerful • Usabari (Ancient) - Spear-carrying, camel-mounted than the Slinger. They are strong against anti-cavalry cavalry. Strong vs. other cavalry. untis. o Camel Stench – Area of effect ability that panics • Naffatin (Medieval) - Support infantry upgrade of the nearby enemy cavalry. Sapper with a short-range Nafta Bomb attack that affects • Parthian Horse Archer (Ancient) – A speedy, ranged an area. Can learn the detonate ability to self-destruct, cavalry unit. By constantly moving and firing, this unit can dealing large amounts of damage to all units in the area. harass enemy troops effectively. o Nafta Bomb – Explosive weapon hurled at the enemy o Parthian Shot (Passive) – this unit can shoot in any which explodes doing damage over an area. direction while moving. o Sap - Destroy structures by digging a tunnel from a • Scythe Chariot (Ancient) – Heavy melee cavalry that distance and undermining the structure. chews up infantry. o Detonate – Naffatin can self-destruct causing area of o Trample (Passive) – In addition to its normal attack, effect damage at the cost of your unit's destruction. this unit will trample enemy units for damage by • Trench Gunner (Colonial) - Ranged infantry with a large- riding close to them. caliber weapon. o Terrorize – Induce panic in a target unit, causing it to flee.

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• War Cart (Ancient) - Slow moving but tough, old-school chariot with two archers. A bit like an ancient tank. Concealed Factory (Modern)- A special factory that is • Cataphract (Medieval) - Armored heavy melee cavalry. stealthy; it cannot be seen except by units that are detectors. o Trample (Passive) – In addition to its normal attack, this unit will trample enemy units for damage by Workshop – produces siege weapons, field guns, and mobile riding close to them. anti-air units. o Terrorize – Induce panic in a target unit. • Ram (Ancient) – Slow but powerful siege weapon with a • Mameluke Archer (Colonial) - Ranged cavalry, that is melee attack against buildings. more advanced than the Parthian Horse Archer. o Reduced Damge from Arrows – decreases the o Raid (Passive) - receives a resource bonus for damage done by arrows. destroying units and buildings. • Juggernaut (Medieval) – An even more powerful ram. • Bedouin Camel Rider (Colonial) - Medium ranged cavalry, • Mangonel (Medieval) - Basic mobile field gun. It is strong especially effective as a harassment unit. against infantry and support units. o Parthian Shot (Passive) – this unit can shoot in any o Great Nafta Bomb – An early explosive projectile that direction while moving. does high damage over an area. o Camel Stench – Area of effect ability that panics • Bombard Cannon (Colonial) - Heavy siege weapon with a nearby enemy cavalry. powerful, long range attack but low fire rate. . o Raid (Passive) - receives a resource bonus for • Sahi Cannon (Colonial) - Advanced field gun with a larger destroying units and buildings. area of damage than the Mangonel. • Scud Missile (Modern) - Highly mobile, long-ranged siege Factory (Modern) - Produces armed vehicles for ground weapon which fires missiles. Fragile and somewhat assaults. inaccurate, but stealthy, so it can only be spotted by • Motorcycle Machine Gun (Modern) - Light tank consisting detector units or when it is moving. of a motorcycle with a sidecar machine gun. • SA-4 (Modern) - Semi-mobile anti-aircraft gun. It takes • Technical (Modern) - Super-mobile, modified pickup truck time to set up for attack after movement. with a mounted machine gun and the ability to transport • Mobile Assault Vehicle (Future) - Highly mobile, long- infantry. ranged launcher that can function as both siege and field o Technical RPG - target tank or artillery unit takes weapon. It has stealth so it cannot be spotted except by damage and becomes stunned. Stunned units cannot detector units or when it is moving. move or attack. o Radiation Attack – The Mobile Assault Vehicle’s • Mobile Mortar (Modern) – Two guys on a speedy motor missiles will briefly irradiate the target, causing scooter with a personal mortar tube. damage to units in the area • Phase Tank (Future Hero) – A heavily-modified military • ZU 23 MM (Future) – Mobile anti-aircraft support artillery. vehicle that hovers above the ground. It is armed with It can detect stealthy units with advanced radar. machine guns and a special EMP weapon. o Cloak (Passive) – The Phase Tank renders itself and Dock - A shipyard that produces naval units and can be a all nearby friendly units invisible, even to detector destination for trade vehicles. Most ships can transport units. units. Cloaked units become briefly visible when • Reed Ship (Ancient) - Early ship with both offense and attacking. transport capabilities. o EMP Burst –Mechanical vehicles in a large radius • Fire Ships - Non-transport ships laden with hay and dry around the tank take damage and are temporarily grass. They can burn itself to deal damage to nearby naval stunned, unable to move or attack. units. Upgradeable in the Colonial Era.

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o Burn - The Fire ship sets itself on fire to deal damage to nearby naval units. Airbase – Launches air-strikes and reconnaissance o Explode (Colonial) - The Fire ship explodes to deal missions burst damage to nearby naval units. • F4-Djin (Modern) – Basic fighter-bomber. • Fishing Ships – Small vessels that fish to gather raw • Rotor Transport (Modern) – Large helicopter materials. capable of transporting infantry units over long • Trade Raft/ Trade Dhow - Small ships which travel distance. aquatic trade routes. Purchase by buying a worker slot. • Sa’eqeh – Fast and expensive fighter-bomber with a • Trade Oil Tanker (Modern) - Large tanker ship which stealth capability. travels aquatic trade routes. • Mission Types o Detonate – Oil Tankers can self-destruct to damage o Aerial Recon - Launches an air recon mission. over a wide area. o Bombing Run - Launches a bombing mission. • Liburna (Medieval) - Small and fast ship, designed for o Escorted Bombing Run - Launches a bombing harassing other naval vessels. mission escorted by attack aircraft. • Galley (Medieval) – Large oared ship with a mangonel mounted on deck. Missile Base – A small missile silo which launches o Great Nafta Bomb – An early explosive projectile that missile strikes at great range. does high damage over an area. o Shahab-4 – A long-range, single-warhead • Dhow (Colonial) - Light ship modified for combat. missile with good range. o Raid (Passive) - receives a resource bonus for o Multiple Independent Re-Entry Vehicle – A destroying units and buildings. powerful missile with multiple warheads that • Galleas (Colonial) - Large warship with both oars and sails. damage a wide area. • Patrol Boat (Modern) - Small, fast ship with decent damage. It is stealthy and can only be spotted by detector Fortress - Defensive structure that can garrison units units. and fire on enemies. Attack strength increases with • Destroyer (Modern) - Versatile ship often used to escort more garrisoned units. Middle East Fortresses also larger ships or control important sea routes. It is capable of increase pop cap. fighting against both air and sea units. It can detect o Boiling Oil (Medieval) – Area of effect ability that stealthy units. does damage to all units around the fortress. • Explosive Powerboat (Modern) - Non-transport ship packed with explosives. It can sacrifice itself to explode on a Bazaar - Generates wealth by setting up trade routes. target naval unit to deal high damage. It is stealthy, so it o Trade Vehicles – Automated trade vehicles that cannot be spotted except by detector units. generate wealth. Additional trade vehicles can o Explode - The Explosive Dingy explodes to deal burst be purchased to increase revenue by hiring damage to nearby naval units. worker slots. Longer routes are more valuable. • Hovercraft (Future) - Floating fortress with long-range weapons and that can travel over both land and water. It is Warehouse - Accumulates raw material resources from also a detector of stealthy units. resource sites. Additional workers can be purchased to • Arsenal Ship (Future) – Big barge armed with powerful increase the rate of resource gathering. bombardment weapons. It is visible when attacking, but otherwise has extreme stealth and so cannot be spotted even by detector units.

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V. Far Eastern Region Empire Techs (World Domination only) The relies heavily on large quantities of cheap, agile infantry • People’s Army – Allows you to field larger armies than the other regions. units through the first three Eras. This means that in order to dominate • Hire Mercenary Army – Invade a province with an extra, allied army you’ll need to play aggressively and strive to turn a numerical advantage fighting at your side. into territory control and a strong economy. In the Future, the Far East • Border Growth – Every few turns, your empire expands automatically by develops genetic engineering and can field a menagerie of powerful taking over an adjacent, unowned province if one is available. Each beasts. The Far East region may not be as technologically advanced as province taken costs resources. the West or as mobile and wily as the Middle East, but they can roll over any opponent with the weight of numbers if well commanded. Buildings, Units, and Unit Abilities

Building Construction • Ministry - the center of your government, used for controlling territories. You may also purchase “Scholar” Most Far Eastern infantry units can construct buildings. Rather than training a slots to gather the Tech Point resource. special builder unit or manufacturing buildings out of a Ministry (City Canter), o Peasant (Ancient) - Cheap melee infantry with a your multipurpose infantry units are skilled builders as well as combat troops. surplus spear that does light damage. o Shaman (Ancient) – wise religious unit who can Territory Control detect stealthy units and has several special abilities. Like the West, the Far East can construct buildings (excluding a Ministry) only ƒ Discipline (Passive) – the unit cannot be in a territory it owns. To own a territory, you must build or capture a Ministry stunned or panicked by any means. in the territory. You cannot own or build in a territory already owned by another ƒ Enlighten – convert other units to your player. Destroy their City Center or Ministry, then build your own to take side. control. ƒ Influence – influence a unit or building of The Far East can construct walls, towers, and fortresses to help defend territories an AI or native tribe to improve Relations it controls. Towers also have an anti-air capability. and make them friendlier. ƒ Second Sight – briefly lift the fog of war in Population a targeted area. o Monk (Medieval) – upgrade of Shaman with some additional abilities. Most Far Eastern buildings contribute to population, especially military ƒ Self Immolate - sets himself on fire. The production buildings. If you need to increase your pop cap, simply construct another building. monk dies but some of the units in the area may be converted. Unique Combat Action and Empire Techs ƒ Instant Karma - Target a rival's unit. When the unit attacks a target, karma reflects the attack back on the unit, so the Combat Action unit takes the damage and the target does • Dig In – Infantry create field fortifications and take position behind them, not.. giving them a strong defensive bonus. It takes time to set up and take down o Healer (Colonial Hero). the barriers and units who are dug in cannot be moved. ƒ Restore Health – all friendly units in the

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area are healed. rapid rate of fire. The weapon has a short ƒ Reanimate – the Healer can reanimate the setup/take-down time. dead, which crawl up from the ground to o Arquebusier (Colonial) - Cheap gun infantry do their master’s bidding. There’s a cool with light armor and medium range. down time between uses. o Machine Cannon (Modern) - Ranged infantry with a more powerful attack than the Gatling Gun. • Barracks - produces infantry units (most infantry can o Rifle Infantry (Modern) - Basic modern gun construct buildings). infantry. o Halberdier (Ancient) - Armored melee unit that ƒ Lunge Anti-Tank Mine – suicide attack excels vs. cavalry. with a mine on a pole, good against o Swordsman (Ancient) - Inexpensive melee unit armored vehicles. with light armor. o Mortar Infantry (Modern) - Infantry that fires o Recurved Bow (Ancient) - Cheap ranged unit explosive mortar shells, good range but slow rate with good LOS. of fire. ƒ Fire Arrows (Passive) - sets appropriate o Super Soldier (Future) - Fast and agile targets on fire (damage over time). genetically-engineered humanoid mutant armed o Martial Swordsmen (Medieval) – A well-trained with two guns. swordsman with medium armor. ƒ Roid Rage – The mutant pumps itself full o Fire Lance (Medieval) - An armored spearman of stimulants, becoming faster and with a primitive gunpowder attack. immune to death for a short period of ƒ Fire Blast – Short range, area effect time. gunpowder attack that deals good o Hulking Mutant (Future/Hero) - Massive, damage. genetically-engineered creature with an o Crossbowman (Medieval) - Ranged infantry extremely powerful melee attack. with a crossbow that does more damage but has ƒ Daze - The Hulking Mutant slams its fists shorter range than the Recurved bow. on the ground, stunning all units in a large o Zen Master (Medieval Hero) - A tough, radius. disciplined, and heroic warrior.

ƒ Detects Stealthy Units (passive) • Stable - produces cavalry units, becomes a Factory in the ƒ Inspiration (passive) - surrounding Modern Era. friendly units can't be panicked, stunned o Chariot Archer (Ancient) - Ranged cavalry, does or converted. light damage. ƒ Flying Tiger – massive martial arts attack o Mongol Cavalry Archer (Medieval) – Fast light that deals big damage to surrounding cavalry with a good range and rate of fire. cavalry and infantry. ƒ Parthian Shot (Passive) – this unit can o Bees Nest Launcher (Colonial) - Ranged move and shoot at the same time. infantry unit that attacks with rocket-propelled o Samurai Cavalry (Medieval) - Heavy melee arrows. cavalry that attacks with a sword. ƒ Pyrrhus (Passive) – explodes on death, ƒ Fragmentation Grenade – a thrown damaging enemies around him. explosive that’s good against infantry. o Gatling Gun (Colonial) - Ranged infantry with

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• Factory (Modern) - Produces tanks for hard hitting ground o Field Cannon (Colonial) - Basic direct fire field assaults. gun with good range. o Tankette (Modern) - Small tank that fires a o Self-Propelled Gun (Modern) – Armored, small-caliber shell at a quick rate. mobile artillery with a long range and good o Amphibious APC - Armored Personnel Carrier damage. tank. Can transport infantry over land or, more ƒ Bio-Sludge (Future) – A shell containing a slowly, over water. toxic biological sludge that contaminates o Mantis Tank (Modern) - Tank with good armor an area, damaging units over time. and range. o Malaysian Scorpion (Future) – A large, o Gastropod Tank (Future) – Genetically- genetically-engineered creature, based on engineered tank crawler. scorpion DNA, with a short-range, area of affect, ƒ Acid Globule – The tank fires a projectile attack.. of potent acid. o Kabutogani (Future) – Genetically-engineered • Dock - A shipyard that produces naval units and can be Armored Personnel Carrier tank. Able to a destination for trade vehicles. Most ships can transport transport infantry and can and shoot critter units. bombs. o Covered Boat (Ancient) - Small oared ship ƒ Critter Bomb – The Genetic APC spits out with a ranged attack proportional to how many a mobile bomb, which attacks the target. troops are being carried. o Tower Ship (Ancient) - Large, multi-decked • Workshop - produces siege weapons and field guns. ship with oars. Fires siege-sized crossbow o Cloud Ladder (Ancient) - Enclosed wheeled bolts over medium range. transport vehicle that extends a ladder for scaling o Fishing Boat/Junk/Ship – Small vessels walls. that fish to gather raw materials. ƒ Siege Arrow – Crew will shoot large siege o Trade Ships - Ship for creating trade routes arrows against enemy buildings. with other docks. Hire a worker slot to produce o Double Crossbow (Ancient) – A field gun that a trade ship. fires huge arrow projectiles. Strong against o Paddle Boat (Medieval) – Small, quick, infantry. paddle-powered warship. ƒ Dragon Bolts – Adds more projectiles to ƒ Dragon Fire – The Paddle Boat is armed the attack for damage over a larger area. with a fire-spewing deck gun. Short o Traction Trebuchet (Medieval) – a human- range but good damage. powered siege trebuchet with fair range but a o Paddle Ship (Medieval) - Large, expensive relatively good rate of fire. ship powered by paddle wheels outfitted with ƒ 10.000 Enemy Bomb – A noxious gas deck-mounted trebuchets. Good ship to shore bomb that slows and damages infantry en bombardment. mass. o Turtle Boat (Colonial) - Armored, medium- o Mortar (Colonial) - Gunpowder artillery with sized ship armed with cannon. Equipped with better range than the Traction Trebuchet. oars and also sails for faster movement. ƒ Bomblets – inherently fires a mass of o Iron Clad (Colonial) - Moderately sized and small bombs, which explode over an area. tough ship with powerful artillery aboard. Good vs. infantry. o Sub (Modern) - Submarine capable of

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transporting units. Must surface to fire. ƒ Kamikaze Misisoin– Jet Fighter crashes ƒ Stealth - when underwater the sub can into selecting target, dealing heavy only be spotted by detector units. damage to it and nearby units. ƒ Detector - detects other stealthy units ƒ Zombie Bombing Run – the Zombie o Flattop (Modern) - Medium-sized aircraft Bomber crashes into the selected carrier that launches air missions (see target, doing damage and releasing a Airbase). cloud of tiny parasites which burrow o Cephalopod Sub (Future) - Genetically into nearby organic units and may engineered marine creature that fires stinger convert them after a few seconds. torpedoes. o Cyborg Battleship (Future) - Hybrid vessel of • Fortress - Defensive structure that can garrison units and machine and living tissue. Has protective shell fire on enemies. Attack strength increases with more and single long-range gun. garrisoned units. ƒ Critter Bomb - Melee vehicle spawned from the bomb launched by Cyborg • Tower - Defensive structure that can attack enemies. The Battleship. Far East towers have an anti-air capability

• Airbase (Modern) - Launches air missions. The strength • Wall - Defensive structure that creates a barrier to ground and type of missions available depend on the aircraft you units. Units can occupy the top of the wall (via constructed research. access points) and attack. o Dive Bomber (Modern) – Early, prop-driven fighter-bomber. • Market - Generates wealth by setting up trade routes. o Divine Wind Fighter (Modern) – A basic o Silk Peddler/Wagon/Truck – an automated fighter with jet propulsion, armed with trade vehicle that generates wealth. Additional missiles. trade vehicles can be purchased to increase o Cyborg Drone (Future) – A fighter-bomber revenue. Longer routes are more valuable. with a bio-mechanical brain, armed with a powerful gun. • Warehouse - Accumulates raw material resources from o Zombie Bomber (Future) – A genetically- resource sites. Additional workers can be purchased to engineered flying creature that flies a special increase the rate of resource gathering. type of kamikaze mission which, instead of doing damage, converts enemies near the crash using genetically-engineered VI. Customer Support microorganisms. o Mission Types ƒ Aerial Recon - Launches an air recon PLEASE READ THE FOLLOWING SECTION CAREFULLY! mission. ƒ Bombing Run - Launches a bombing IF YOU PURCHASED THIS GAME VIA DOWNLOAD YOU WILL NEED mission. TO CONTACT TECHNICAL SUPPORT AT THE WEBSITE YOU ƒ Escorted Bombing Run - Launches a PURCHASED FROM FOR ALL INSTALLATION, PURCHASING, bombing mission escorted by attack DOWNLOAD ISSUES AND REFUNDS.

aircraft.

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Before contacting Technical Support, please refer to the Troubleshooting section in the readme, make sure you have the latest drivers for your video card and Sierra Entertainment sound card, and check if there are any online updates on the Empire Earth 3 Technical Support website (http://www.empireearth.com). 4247 South Minnewawa Avenue Fresno, CA 93725 ======Main: (800) 630-0811 Monday-Friday 10AM – 8PM, Eastern Time Technical Support http://support.vgames.com Phone: (800) 630-0811, 10:00 AM-8:00 PM M-F EST

Online Support: http://support.vgames.com Disk and/or Manual Replacement / Product Returns: * Vivendi Games, Inc. Customer Service Warranty Returns Phone: (800) 757-7707, 10:00 AM-8:00 PM M-F EST 4247 South Minnewawa Avenue Fresno, CA 93725 Mail * Returns to this address valid in only. Vivendi Games 4247 South Minnewawa Ave NOTE: To replace your DVD(s) please send only the damaged DVD and a copy Fresno, CA 93725 of your dated receipt, if less then 90 days. After 90 days please include a $10.00 handling fee ($15.00 handling fee for console media returns) along with the ======DVD(s). For Documentation replacement, please include a $5.00 handling fee and a photocopy ONLY of either your disk or DVD. Please include a letter explaining the problems you are experiencing in order for us to determine how Customer Service, Support and Sales we may best resolve them. Please send the DVD via a traceable method such as Priority Mail, UPS, or FedEx. Customer is responsible for shipping cost to United States Sales return product. Payment should be made at the time of your request. Sorry, no credit cards. Phone: (800) 757-7707 Hours: Monday-Friday 10AM – 8PM, Eastern Time VII. System Specifications On-Line Sales http://www.sierra.com Minimum System Requirements

• 1.7 GHz Intel® Pentium® 4, AMD® Athlon™ XP processor or equivalent Technical Support • NVIDIA® GeForce® 6000 series graphics card or equivalent DirectX® 9.0c-compliant 128 MB 3D video card supporting Hardware T&L and North America Shader Model 2.0 or higher • 512 MB RAM Sierra Entertainment offers an automated technical support line with recorded • 1.5 GB Virtual Memory paging file recommended as well answers to the most frequently asked technical questions. To access this service, • 6.5 GB of uncompressed hard disk space for game files call (800) 630-0811, and follow the recorded instructions to find your specific • Microsoft® Windows® 32-BIT XP or Windows Vista™ operating system topic and resolve the issue. If this fails to solve your problem, you may still • DirectX® 9.0c (included) write or fax us with your questions, or contact us via our website at • DirectX®-compatible sound card and speakers or headphones http://support.vgames.com • DVD drive

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• Microsoft®-compatible mouse and keyboard • Internet Connection: Cable/DSL or faster for online play This software program and any files that are provided by Sierra Entertainment, Inc. to you by on-line transmission or otherwise to ‘patch,’ ‘update,’ or modify the software Recommended System Requirements program, inclusive of “New Materials” as defined in Section 1 below, as well as any printed materials, on-line or electronic documentation, and any and all copies and • 3.2 GHz Intel® Pentium® 4, AMD® Athlon™ 64 3500+ or faster derivative works of such software program and materials (collectively, the “Program”) processor (dual core Pentium® D, Core™ 2 Duo or Athlon™ X2/FX are the copyrighted work of Sierra Entertainment, Inc. and/or, its licensors, licensees and processor recommended). suppliers (collectively referred to herein as “Licensor”). All use of the Program is • NVIDIA® GeForce® 7000 series graphics card or equivalent DirectX® governed by the terms of the End User License Agreement which is provided below 9.0c-compliant 256 MB 3D video card supporting Hardware T&L and ("License Agreement"). The Program is solely for use by end users according to the terms Shader Model 3.0 or higher (512 MB SLI compatible 3D video cards of the License Agreement. Any use, reproduction or redistribution of the Program not in recommended) accordance with the terms of the License Agreement is expressly prohibited. • 1 GB RAM or more • GB Virtual Memory paging file recommended as well END USER LICENSE AGREEMENT

• 6.5 GB of uncompressed hard disk space for game files 1. Limited Use License. Licensor hereby grants, and by installing the Program you thereby • Microsoft® Windows® 32-BIT XP or Windows Vista™ operating system accept, a limited, non-exclusive license and right to install and use one (1) copy of the Program for • DirectX® 9.0c (included) your use on a home, business or portable computer. In addition, The Program has a multi-player • DirectX®-compatible sound card and speakers or headphones capability that allows users to utilize the Program over the Internet via GameSpy.com or another • DVD drive gaming network designated by Licensor (an “On-line Provider”). Use of the Program over • Microsoft®-compatible mouse and keyboard GameSpy.com or other On-line Provider is subject to your acceptance of GameSpy.com’s or such other On-line Provider’s Terms of Use Agreement and may be updated or modified at any time. The • Internet Connection: HIGH SPEED Cable/DSL/LAN for faster online play Program may also contain a Campaign Editor (the "Editor") that allows you to create custom levels or other materials for your personal use in connection with the Program ("New Materials"). All use Updates and Patches of the Editor or any New Materials is subject to this License Agreement. The Program is licensed, Check the Empire Earth III website (www.empireearth.com or www.sierra.com) not sold. Your license confers no title or ownership in the Program. for any updated or patches prior to playing the game. Please note that patches 2. Ownership. All title, ownership rights and intellectual property rights in and to the Program and updates may be automatically downloaded and applied when you log into an and any and all copies thereof (including but not limited to any titles, computer code, themes, online game. objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, animations, sounds, musical compositions, audio-visual effects, methods of operation, moral rights, any related documentation, and "applets" incorporated into the Program) are owned by Licensor or its licensors. The Program is protected by the copyright laws of the United States, international SIERRA WARANTY AND LEGAL INFORMATION copyright treaties and conventions and other laws. All rights are reserved. The Program contains certain licensed materials and Licensor’s licensors may protect their rights in the event of any Sierra’s end user license agreement, limited warranty and return policy is set violation of this Agreement. The Program may access websites owned, controlled by, or operated by licensed affiliates of Licensor, and receive patches and/or updates to the Program from these forth in the EULA found at the end of this manual and is also available during websites. All patches, updates or other downloadable material used by, or incorporated into, the the install of the product. Program are the copyrighted property of Licensor, who reserves all rights therein, and shall be governed by the terms and conditions of this Agreement.

3. Responsibilities of End User. VIII. License Agreement A. Subject to the Grant of License hereinabove, you may not, in whole or in part, copy, photocopy, reproduce, translate, reverse engineer, derive source code, modify, disassemble, decompile, create derivative works based on the Program, or remove any YOU SHOULD CAREFULLY READ THE FOLLOWING END USER LICENSE proprietary notices or labels on the Program without the prior consent, in writing, of AGREEMENT BEFORE INSTALLING THIS SOFTWARE PROGRAM. BY Licensor. INSTALLING OR OTHERWISE USING THE SOFTWARE PROGRAM, YOU AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT. IF YOU DO B. The Program is licensed to you as a single product. Its component parts may not be NOT AGREE TO THE TERMS OF THIS AGREEMENT, PROMPTLY separated for use on more than one computer. CONTACT SIERRA CUSTOMER SERVICE AT (800) 757-7707 FOR A FULL C. You are entitled to use the Program for your own use, but you are not entitled to: REFUND OF THE PURCHASE PRICE WITHIN 30 DAYS OF THE ORIGINAL

PURCHASE.

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(i) sell, grant a security interest in or transfer reproductions of the Program to other 8. Duration of the “On-Line” Component of the Program. This Program contains an “on-line” parties in any way, nor to rent, lease or license the Program to others without the component that allows you to utilize the Product over the Internet utilizing servers and software prior written consent of Licensor. maintained by Licensor and/or its affiliates. Licensor may, in its sole discretion, provide the servers (ii) exploit the Program or any of its parts for any commercial purpose including, but and software technology necessary to utilize the “on-line” component of the Program, or Licensor not limited to, use at a cyber café, computer gaming center or any other location- may license to third parties the right to provide the servers and software technology necessary to based site. Licensor may offer a separate Site License Agreement to permit you utilize the “on-line” component of the Program. However, nothing contained herein shall be to make the Program available for commercial use; contact Licensor for details; construed so as to place an obligation upon Licensor to provide the servers and software technology (iii) use or allow third parties to use the New Materials for commercial purposes, necessary to utilize the “on-line” component beyond the time that the Program is Out of Publication. including, but not limited to, distribution of such New Materials on a stand-alone The term “Out of Publication” as used herein shall mean that the Program is no longer being basis or packaged with other software or hardware through any and all manufactured by Licensor. distribution channels, including, but not limited to, retail sales and on-line electronic distribution, without the express written consent of Licensor; 9. Limited Warranty. Licensor expressly disclaims any warranty for the Program, any New (iv) host or provide matchmaking services for the Program or emulate or redirect the Materials and Manual(s). The Program, any New Materials and Manual(s) are provided "as is" communication protocols used by Licensor in the network feature of the without warranty of any kind, either express or implied, including, without limitation, the implied Program, through protocol emulation, tunneling, modifying or adding warranties of merchantability, fitness for a particular purpose, or non-infringement. The entire risk components to the Program, use of a utility program or any other techniques now arising out of use or performance of the Program, any New Materials and Manual(s) remains with known or hereafter developed, for any purpose including, but not limited to the User, however Licensor warrants up to and including 90 days from the date of your purchase of network play over the Internet, network play utilizing commercial or non- the Program that the media containing the Program shall be free from defects in material and commercial gaming networks or as part of content aggregation networks without workmanship. In the event that the media proves to be defective during that time period, and upon the prior written consent of Licensor; presentation to Licensor of proof of purchase of the defective Program, Licensor will at its option 1) (v) create or maintain, under any circumstance, more than one simultaneous correct any defect, 2) provide you with a product of equal or lesser value, or 3) refund your money. connection to any hosting service utilized for on-line play. All such connections, Some states do not allow the exclusion or limitation of implied warranties or liability for incidental whether created by the Program or by other tools and utilities, may only be made damages, so the above limitations may not apply to you. through methods and means expressly approved by Licensor. Under no circumstances may you connect, or create tools that allow you to connect to the 10. Limitation of Liability. NEITHER LICENSOR, ITS PARENT, SUBSIDIARIES, ITS hosting service’s private binary interface or interfaces other than those explicitly LICENSORS OR AFFILIATES SHALL BE LIABLE IN ANY WAY FOR LOSS OR DAMAGE provided by Licensor for public use. OF ANY KIND RESULTING FROM THE USE OF THE PROGRAM AND ANY NEW MATERIAL OR AN ON-LINE PROVIDER AUTHORIZED BY LICENSOR, INCLUDING, BUT 4. Program Transfer. You may permanently transfer all of your rights under this License NOT LIMITED TO, LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR Agreement, provided the recipient agrees to the terms of this License Agreement and you agree to MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES. ANY remove the Program and any New Materials from your home, business or portable computer. WARRANTY AGAINST INFRINGEMENT THAT MAY BE PROVIDED IN SECTION 2-312(3) OF THE UNIFORM COMMERCIAL CODE AND/OR IN ANY OTHER COMPARABLE STATE 5. Termination. This License Agreement is effective until terminated. You may terminate the STATUTE IS EXPRESSLY DISCLAIMED. FURTHER, EACH OF LICENSOR, ITS PARENT License Agreement at any time by destroying the Program and any New Materials. Licensor may, at AND THE ON-LINE PROVIDER SHALL NOT BE LIABLE IN ANY WAY FOR THE LOSS OR its discretion, terminate this License Agreement in the event that you fail to comply with the terms DAMAGE TO PLAYER CHARACTERS, ACCOUNTS, STATISTICS OR USER PROFILE and conditions contained herein. In such event, you must immediately destroy the Program and any INFORMATION STORED ON AN AUTHORIZED ON-LINE GAME PROVIDER. EACH OF New Materials. LICENSOR, IT’S PARENT, AND THE ON-LINE PROVIDER SHALL NOT BE RESPONSIBLE FOR ANY INTERRUPTIONS OF SERVICE ON OTHER ON-LINE PROVIDERS AUTHORIZED 6. Export Controls. The Program may not be re-exported, downloaded or otherwise exported into BY LICENSOR INCLUDING, BUT NOT LIMITED TO, ISP DISRUPTIONS, SOFTWARE OR (or to a national or resident of) any country to which the U.S. has embargoed goods, or to anyone on HARDWARE FAILURES, OR ANY OTHER EVENT WHICH MAY RESULT IN A LOSS OF the U.S. Treasury Department’s list of Specially Designated Nationals or the U.S. Commerce DATA OR DISRUPTION OF SERVICE. Some states do not allow the exclusion or limitation of Department’s Table of Denial Orders. By installing the Program, you are agreeing to the foregoing incidental or consequential damages, or allow limitations on how long an implied warranty lasts, so and you are representing and warranting that you are not located in, under the control of, or a the above limitations may not apply. national or resident of any such country or on any such list. 11. Equitable Remedies. You hereby agree that Licensor would be irreparably damaged if the 7. Customer Service/Technical Support. "Customer Service" as used herein may be provided to terms of this License Agreement were not specifically enforced, and therefore you agree that you by Licensor’s representatives by telephone and/or by electronic message (e-mail), or by posting Licensor shall be entitled, without bond, other security, or proof of damages, to appropriate equitable of information related to known Customer Service issues on a web site. "Technical Support" may be remedies with respect to breaches of this License Agreement, in addition to such other remedies as provided to you by Licensor by telephone, electronic message (e-mail), or by posting of information Licensor may otherwise have available to it under applicable laws. In the event any litigation is related to known technical support issues on a web site. Unless otherwise stated in the Program's brought by either party in connection with this License Agreement, the prevailing party in such packaging or in the Program's user manual, nothing herein shall be construed so as to place a duty litigation shall be entitled to recover from the other party all the costs, attorneys’ fees and other upon Licensor to provide Customer Service or Technical Support via a toll-free telephone number expenses incurred by such prevailing party in the litigation. for an unlimited period of time. 12. Limitations on License. Nothing in this License Agreement shall preclude you from making or authorizing the making of another copy or adaptation of the Program and any New Materials

Page 65 Page 66 Empire Earth 3 Empire Earth 3 provided, however, that (1) such new copy or adaptation is created as an essential step in your Robert Moore Jose Llavina Mad Doc utilization of the Program and any New Materials in accordance with the terms of this License Scott Cameron Josh Buck Agreement and for NO OTHER PURPOSE; or (2) such new copy or adaptation is for archival Scott Haraldsen Juan Del Rio Support purposes ONLY and all archival copies are destroyed in the event of your Transfer of the Program Sean McCarthy Katie Bonier Bev Manning and any New Materials, the Termination of this Agreement or other circumstances under which your Shawn Shoemaker Kristen Overmyer Debbie Waggenheim continued use of the Program and any New Materials ceases to be rightful. Stefan Arnold Lee Rosenberg Dianne Bishop Stephen Guberski Leonardo Montenegro Ed Donaghue 13. Miscellaneous. This License Agreement shall be deemed to have been made and executed in Steve Hartman Mark West Fran O’Neil the State of California and any dispute arising hereunder shall be resolved in accordance with the Tim Samuels Maximilien Klaisner Jeff Deshairness law of California. You agree that any claim asserted in any legal proceeding by one of the parties Todd Swanson Mikal Morello Matt Wilson against the other shall be commenced and maintained in any state or federal court located in the Zach Mangan Mike Belair Monica Keleher State of California, County of Los Angeles, having subject matter jurisdiction with respect to the Patrick Clark Nathan Raymond dispute between the parties. This License Agreement may be amended, altered or modified only by Additional Work Peter Calabria Ron Rosenberg an instrument in writing, specifying such amendment, alteration or modification, executed by both Peter Lewis Shaun McDermott Amy Winter parties. In the event that any provision of this License Agreement shall be held by a court or other Randy Brokman Steve Nadeau Brit Snyder tribunal of competent jurisdiction to be unenforceable, such provision will be enforced to the Sean Donovan Tina Gauthier Chris Bold maximum extent permissible and the remaining portions of this License Agreement shall remain in Sergei Gourski Chris Palmer full force and effect. This License Agreement constitutes and contains the entire agreement between Shanti Gaudreault Dave Schuyler Special Thanks the parties with respect to the subject matter hereof and supersedes any prior oral or written Steve Gargolinski Deryck Morales Vicky Wu Davis agreements. Steve Shaw Hae-Jue Chung Shao Do Davis Tara Teich Jim Garcia Jon Lourie I hereby acknowledge that I have read and understand the foregoing License Agreement and agree Tim Crosby John Warwick Brian Lamkin that the action of installing the Program is an acknowledgment of my agreement to be bound by the Liquid Development Jonathon Paton Dr. & Mrs. Davis terms and conditions of the License Agreement contained herein. I also acknowledge and agree that Jon Stair Steve Crane this License Agreement is the complete and exclusive statement of the agreement between Licensor Jordan Walker Chris Taylor and myself and that the License Agreement supersedes any prior or contemporaneous agreement, either oral or written, and any other communications between Licensor and myself.

IX. EE3 Credits

Dave Gosselin Josh Phelan Developed By Dave Lovecchio Jude Beers Mad Doc David Fielding Karen Wolff Diane Damon Ken Davis Software Dr. Ian Lane Davis Kevin Moy Eric Anderson Kevin Wasserman Eric Krasnauskas Matt Madeira Core Team Gareth Cox Matthew Nordhaus Aaron Horne Gary Conti Matthew Persing Albert Meranda Gary Freeman Megan Hike Avida Michaud Ian Currie Michael Blanchette Barry Cullen Jae-Suk Jo [munk] Ciano Bart Whitebook Jamie Gotch Natalia Muray Ben Wilson Jarred Vaughan Nick Greco Bryan Silva Joseph M. Jobst Nick Warseck Dan Conti Joe Pikop Nico Corrao Daniel Holbert Joe Ries Parker A. Davis Dan McClure John Carbone Paul Jury Dan Read John P. Cataldo Rob Belair Daniel Salsberg Joshua Hoaglund Robert Driskill Daniel Sproul Joshua Landry Robert Hannigen

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DIRECTOR, CHANNEL MARKETING AUDIO DEPARTMENT Published By Sierra Entertainment Linda Ethridge (SOUND) MANAGER, CHANNEL MARKETING

CREATIVE DEPARTMENT Jim Halkett DIRECTOR, SOUND DEPARTMENT SENIOR SOFTWARE ENGINEER Iain Ross Danny Koo VICE PRESIDENT, CREATIVE ASSOC. MANAGER, CHANNEL

Chris Miller MARKETING SENIOR STUDIO ENGINEER SOFTWARE ENGINEER NR Pesquera Lin Gardiner Ben Hines CREATIVE DIRECTOR

Jeff Brown COORDINATOR, CHANNEL SOUND DIRECTOR MARKETING MARKETING Rob Bridgett CREATIVE ASSOCIATE Mark Madsen Matt Stokes BRAND MARKETING DIALOGUE EDITORS MANAGER, INTERACTIVE Alex Cohen and Rob Coxford

PLAY BALANCE TEAM SENIOR VP, GLOBAL MARKETING MARKETING SOUND PRODUCTION COORDINATOR Timur Anoshechkin, Don Choi, Sean Al Simone Jack Walker Nicole Pinto Chong, Kirk Cole, David Spaccia, and Cameron Cole VP, INTERNATIONAL MARKETING COORDINATOR, INTERACTIVE Chloe Rothwell MARKETING PUBLIC RELATIONS PRODUCTION Eric So VP, MARKETING GLOBAL PR DIRECTOR EXECUTIVE PRODUCER David Kim COORDINATOR, INTERACTIVE Erik Reynolds Scott Hawkins MARKETING GLOBAL BRAND MANAGER Chad Nimmo ASSOCIATE PR MANAGER EXECUTIVE PRODUCER Michael Lawrence Michael Cerven Kenneth S Rosman MEDIA SERVICES ASSOCIATE BRAND MANAGER CREATIVE SERVICES SENIOR PRODUCER Greg Agius VP OF MEDIA PRODUCTIONS Jeff Buccellato James Carey VP CREATIVE SERVICES ASSOCIATE BRAND MANAGER, Steve Parker ASSOCIATE PRODUCER INTERNATIONAL MARKETING ADDITIONAL VO CASTING AND VO Jared Yeager Christopher Wincek DIRECTION CREATIVE DIRECTOR Eric Weiss Kathy Carter-Humphreys ASSOCIATE PRODUCER INTEGRATED MARKETING Glenn Dphrepaulezz VO DIRECTION CREATIVE MANAGER VP, INTEGRATED MARKETING Matt Stokes Kristy Cheng PRESIDENT WORLDWIDE STUDIOS Ami Matsumura-Blaire Martin Tremblay SENIOR VIDEO EDITOR GRAPHIC DESIGNER COORDINATOR, INTEGRATED Tonya Stumphauzer Andy Nunez SENIOR VP OF PRODUCTION MARKETING Mario Coculuzzi Rachelle Rosenblat VIDEO EDITORS ASSOCIATE GRAPHIC DESIGNERS Anita Crouch, Andrew Pierce, and Nate Cheryl Williams and Logan Bell TECHNICAL GROUP DIRECTOR, PROMOTIONS & IN-GAME Hubbard MARKETING ART DIRECTOR VP, TECHNOLOGY Julie Thomas-Knap IMAGE SPECIALISTS Shamus Horak Brian Leake Blake Hill and Kevin Hill MANAGER, PROMOTIONS & IN-GAME CONCEPT ARTIST TECHNICAL DIRECTOR MARKETING PRODUCTION ASSISTANT Michael O'Hare Sean Palmer Matthew Allen Stewart Schuster GRAPHIC DESIGNER ASSOCIATE TECHNICAL DIRECTOR SPECIALIST, PROMOTIONS & IN- PROJECT SUPERVISOR OF MEDIA Ting Ting Chen Asen Kovachev GAME MARKETING PRODUCTIONS Nikki Pounds Amy Allison

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VIDEO EDITOR Craig Nelson CONSUMER RESEARCH BURN LAB CONFIGURATION ENGINEERS Tyree Deramus, Brad Graber, Jose Hernandez, Gene Shaw, Alvin Broussard, and John St. John PROJECT MANAGER SENIOR MANAGER Karen Mah Linda Howard END USER SUPPORT TECHNICIANS Shawn Lomas, Mark Smith, and Jett Castanada ACCOUNT SUPERVISOR SENIOR ANALYST, Dalene Tarr Michael Nguyen PROJECT LEADS VGPC GROUP Brandon Valdez, Cyra Talton, Fausto Lorenzano PRODUCTION MANAGER JUNIOR RESEARCH ANALYST, Anthony Rietta Page Patten MANAGER VGPC GROUP Richard Benavides LEGAL NETWORK/END USER SUPPORT SUPERVISOR Rod Rigole, James Riordan, Mark Smith Kevin Crook, and Pam Teller LOCALIZATION QUALITY ASSURANCE Paul Murray, Eithne Hagan, Gary Rafter, Kerrie Gilligan, Laura Casanellas Luri, Yvonne Costello, SENIOR DIRECTOR OF QUALITY ASSURANCE Hernan Taffarelli, Sean Gallagher, Russell Perrin, Mark Briscoe, Brad Bird, and Brian Mulvey Samer Raad VOICE ACTORS STUDIO SUPPORT SERVICES - OFFICE MANAGER Anna Booth Tony Alcantar, Nansi Aluka, Phil Carey, Michael Dangerfield, John DiMaggio, Brian Dobson, Marcy Goldberg, Mckenzie Gray, Fabrice Grover, Kim Mai Guest, Simon Hussey, Andrew Jackson, STUDIO SUPPORT SERVICES - ADMINISTRATION ASSISTANT Rik Kiviaho, Colleen Lanki, Paula Lindberg, Santo Lombardo, Chris Mollineux, Mark Oliver, Nuria Andres Russell Roberts, Andrew Toth, Mark Van Ee, Keone Young, and Ron Yuan

SENIOR QA MANAGER Michael Gonzales CINEMATIC BY BLUR STUDIO

QA MANAGER CG SUPERVISORS: Dave Wilson and Heikki Anttila William Guerrero ANIMATION SUPERVISOR: Davy Sabbe CREATIVE DIRECTOR: Tim Miller PROJECT LEAD PRODUCERS: Debbie Yu and Scott Tinter Troy Mirmirani EXECUTIVE PRODUCER: Al Shier FX SUPERVISOR: Kirby Miller QA TESTERS LAYOUT: Andy Grisdale Kevin Aguirre, Alexandra Avalos, Rory Ball, Daniel Bollinger, Rommel Brigaudit, Timothy MODELING: Shaun Absher, Darren Butler, Sze Jones, Ian Joyner, Alex Litchinko, Barrett Meeker, Cottage, Katherine Gates, Chris Gregory, Danny Im, Chiyo Kindregan, Levi Luke, Philip Luke, and Iain Morton Michael Luyties, James Ong, David Scharf, James Pratt-Young, Nick Springer, Rodrigo R. Suarez, RIGGING: Fabio Stabel and Malcolm Thomas-Gustave and John Zimmermann HAIR AND CLOTH SIMULATION: Becca Baldwin and Jon Jordan ANIMATION: Andy Grisdale, Davy Sabbe, and Nye Warburton COMPATIBILITY REQUIREMENTS SUPERVISOR LIGHTING AND COMPOSITING: Heikki Anttila, Corey Butler, Kris Kaufman, Barrett Meeker, Robert Fleischacker and Dave Wilson FX: Craig Brown, Seung Jae Lee, Kirby Miller, Brandon Riza, and August Wartenburg COMPATIBILITY REQUIREMENTS GROUP MOCAP: Chris Bedrosian and Heather McKenney Austin Kienzle, Farid Kazimi, and Robbie Fenoglio MOCAP PREP AND CLEAN-UP: Ryan Girard and Jeff Weisend CHARACTER TECHNICAL SUPERVISOR: Jon Jordan QA SUPERVISORS CHARACTER MODELING QC SUPERVISOR: Sze Jones James Pasque and Marcus Quinn CONCEPT DESIGN: Hugo Martin, Sean McNally, and Chuck Wojtkiewicz TOOLS AND SCRIPTS: Diego Garcia, Eric Hulser, and Remi McGill BURN LAB SUPERVISORS PROGRAMMING AND SYSTEMS ADMINISTRATION: Duane Powell, Paul Huang, Matt Afolabi Akibola and Chris Miller Newell, and Abe Shelton

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SPECIAL THANKS

Bruce Hack, Jean-Francois Grollemund, Pascal Brochier, Terri Durham, Michel Allard, Ed Bober, David Bond, Oliver Bourke, Charlotte Bourke, Doug Broadhurst, Chih Yao Chuang, Angelina Coley, Brian Contreras, Everett Covington, Peter Della Penna, Ryan French, Tom Gastall, Alan Gould, Mark Halacy, Todd Hartwig, David R. Jenkins Jr., Audwin Joya, Korhee Kinney, Kathy Kinzer and the Intel team, Rob Kohout, Jonathan P. LeMaitre, Bob Loya, Sean Meurer, Eric Mirabal, Glenn Oliver, Allen Petrowski, Leslie Pirritano and the NVIDIA team, Sergio Prado, Aaron Pulkka, Kelly Ryan, Marcus Sanford, Ryan Stacey, Ray Tang, Terence Stephenson, Nicholas Thibault, Ed Trillo, Matthew Weigang, Charles Yam, Dexter Yu, Richard Zerbel, and Kelly Zmak

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